// Code generated by gorm.io/gen. DO NOT EDIT. // Code generated by gorm.io/gen. DO NOT EDIT. // Code generated by gorm.io/gen. DO NOT EDIT. package query import ( "context" "gorm.io/gorm" "gorm.io/gorm/clause" "gorm.io/gorm/schema" "gorm.io/gen" "gorm.io/gen/field" "gorm.io/plugin/dbresolver" "gadmin/internal/gorm/model" ) func newPlayerMaterial(db *gorm.DB, opts ...gen.DOOption) playerMaterial { _playerMaterial := playerMaterial{} _playerMaterial.playerMaterialDo.UseDB(db, opts...) _playerMaterial.playerMaterialDo.UseModel(&model.PlayerMaterial{}) tableName := _playerMaterial.playerMaterialDo.TableName() _playerMaterial.ALL = field.NewAsterisk(tableName) _playerMaterial.ID = field.NewInt64(tableName, "id") _playerMaterial.Playerid = field.NewInt64(tableName, "playerid") _playerMaterial.Coin = field.NewInt64(tableName, "coin") _playerMaterial.Diamond = field.NewInt32(tableName, "diamond") _playerMaterial.PayCount = field.NewInt32(tableName, "payCount") _playerMaterial.Equipments = field.NewString(tableName, "equipments") _playerMaterial.FastEquips = field.NewString(tableName, "fastEquips") _playerMaterial.Materials = field.NewString(tableName, "materials") _playerMaterial.Roles = field.NewString(tableName, "roles") _playerMaterial.Talents = field.NewString(tableName, "talents") _playerMaterial.PassRoom = field.NewString(tableName, "passRoom") _playerMaterial.RoleRes = field.NewString(tableName, "roleRes") _playerMaterial.BuffMaterials = field.NewString(tableName, "buffMaterials") _playerMaterial.AdLimit = field.NewString(tableName, "adLimit") _playerMaterial.Body = field.NewString(tableName, "body") _playerMaterial.BroadTrigger = field.NewString(tableName, "broadTrigger") _playerMaterial.Treasures = field.NewString(tableName, "treasures") _playerMaterial.RoleCollocate = field.NewString(tableName, "roleCollocate") _playerMaterial.PaySwitch = field.NewInt32(tableName, "paySwitch") _playerMaterial.EquipHistory = field.NewString(tableName, "equipHistory") _playerMaterial.fillFieldMap() return _playerMaterial } type playerMaterial struct { playerMaterialDo ALL field.Asterisk ID field.Int64 Playerid field.Int64 Coin field.Int64 Diamond field.Int32 PayCount field.Int32 Equipments field.String FastEquips field.String Materials field.String Roles field.String Talents field.String PassRoom field.String RoleRes field.String BuffMaterials field.String AdLimit field.String Body field.String BroadTrigger field.String Treasures field.String RoleCollocate field.String PaySwitch field.Int32 EquipHistory field.String fieldMap map[string]field.Expr } func (p playerMaterial) Table(newTableName string) *playerMaterial { p.playerMaterialDo.UseTable(newTableName) return p.updateTableName(newTableName) } func (p playerMaterial) As(alias string) *playerMaterial { p.playerMaterialDo.DO = *(p.playerMaterialDo.As(alias).(*gen.DO)) return p.updateTableName(alias) } func (p *playerMaterial) updateTableName(table string) *playerMaterial { p.ALL = field.NewAsterisk(table) p.ID = field.NewInt64(table, "id") p.Playerid = field.NewInt64(table, "playerid") p.Coin = field.NewInt64(table, "coin") p.Diamond = field.NewInt32(table, "diamond") p.PayCount = field.NewInt32(table, "payCount") p.Equipments = field.NewString(table, "equipments") p.FastEquips = field.NewString(table, "fastEquips") p.Materials = field.NewString(table, "materials") p.Roles = field.NewString(table, "roles") p.Talents = field.NewString(table, "talents") p.PassRoom = field.NewString(table, "passRoom") p.RoleRes = field.NewString(table, "roleRes") p.BuffMaterials = field.NewString(table, "buffMaterials") p.AdLimit = field.NewString(table, "adLimit") p.Body = field.NewString(table, "body") p.BroadTrigger = field.NewString(table, "broadTrigger") p.Treasures = field.NewString(table, "treasures") p.RoleCollocate = field.NewString(table, "roleCollocate") p.PaySwitch = field.NewInt32(table, "paySwitch") p.EquipHistory = field.NewString(table, "equipHistory") p.fillFieldMap() return p } func (p *playerMaterial) GetFieldByName(fieldName string) (field.OrderExpr, bool) { _f, ok := p.fieldMap[fieldName] if !ok || _f == nil { return nil, false } _oe, ok := _f.(field.OrderExpr) return _oe, ok } func (p *playerMaterial) fillFieldMap() { p.fieldMap = make(map[string]field.Expr, 20) p.fieldMap["id"] = p.ID p.fieldMap["playerid"] = p.Playerid p.fieldMap["coin"] = p.Coin p.fieldMap["diamond"] = p.Diamond p.fieldMap["payCount"] = p.PayCount p.fieldMap["equipments"] = p.Equipments p.fieldMap["fastEquips"] = p.FastEquips p.fieldMap["materials"] = p.Materials p.fieldMap["roles"] = p.Roles p.fieldMap["talents"] = p.Talents p.fieldMap["passRoom"] = p.PassRoom p.fieldMap["roleRes"] = p.RoleRes p.fieldMap["buffMaterials"] = p.BuffMaterials p.fieldMap["adLimit"] = p.AdLimit p.fieldMap["body"] = p.Body p.fieldMap["broadTrigger"] = p.BroadTrigger p.fieldMap["treasures"] = p.Treasures p.fieldMap["roleCollocate"] = p.RoleCollocate p.fieldMap["paySwitch"] = p.PaySwitch p.fieldMap["equipHistory"] = p.EquipHistory } func (p playerMaterial) clone(db *gorm.DB) playerMaterial { p.playerMaterialDo.ReplaceConnPool(db.Statement.ConnPool) return p } func (p playerMaterial) replaceDB(db *gorm.DB) playerMaterial { p.playerMaterialDo.ReplaceDB(db) return p } type playerMaterialDo struct{ gen.DO } func (p playerMaterialDo) Debug() *playerMaterialDo { return p.withDO(p.DO.Debug()) } func (p playerMaterialDo) WithContext(ctx context.Context) *playerMaterialDo { return p.withDO(p.DO.WithContext(ctx)) } func (p playerMaterialDo) ReadDB() *playerMaterialDo { return p.Clauses(dbresolver.Read) } func (p playerMaterialDo) WriteDB() *playerMaterialDo { return p.Clauses(dbresolver.Write) } func (p playerMaterialDo) Session(config *gorm.Session) *playerMaterialDo { return p.withDO(p.DO.Session(config)) } func (p playerMaterialDo) Clauses(conds ...clause.Expression) *playerMaterialDo { return p.withDO(p.DO.Clauses(conds...)) } func (p playerMaterialDo) Returning(value interface{}, columns ...string) *playerMaterialDo { return p.withDO(p.DO.Returning(value, columns...)) } func (p playerMaterialDo) Not(conds ...gen.Condition) *playerMaterialDo { return p.withDO(p.DO.Not(conds...)) } func (p playerMaterialDo) Or(conds ...gen.Condition) *playerMaterialDo { return p.withDO(p.DO.Or(conds...)) } func (p playerMaterialDo) Select(conds ...field.Expr) *playerMaterialDo { return p.withDO(p.DO.Select(conds...)) } func (p playerMaterialDo) Where(conds ...gen.Condition) *playerMaterialDo { return p.withDO(p.DO.Where(conds...)) } func (p playerMaterialDo) Exists(subquery interface{ UnderlyingDB() *gorm.DB }) *playerMaterialDo { return p.Where(field.CompareSubQuery(field.ExistsOp, nil, subquery.UnderlyingDB())) } func (p playerMaterialDo) Order(conds ...field.Expr) *playerMaterialDo { return p.withDO(p.DO.Order(conds...)) } func (p playerMaterialDo) Distinct(cols ...field.Expr) *playerMaterialDo { return p.withDO(p.DO.Distinct(cols...)) } func (p playerMaterialDo) Omit(cols ...field.Expr) *playerMaterialDo { return p.withDO(p.DO.Omit(cols...)) } func (p playerMaterialDo) Join(table schema.Tabler, on ...field.Expr) *playerMaterialDo { return p.withDO(p.DO.Join(table, on...)) } func (p playerMaterialDo) LeftJoin(table schema.Tabler, on ...field.Expr) *playerMaterialDo { return p.withDO(p.DO.LeftJoin(table, on...)) } func (p playerMaterialDo) RightJoin(table schema.Tabler, on ...field.Expr) *playerMaterialDo { return p.withDO(p.DO.RightJoin(table, on...)) } func (p playerMaterialDo) Group(cols ...field.Expr) *playerMaterialDo { return p.withDO(p.DO.Group(cols...)) } func (p playerMaterialDo) Having(conds ...gen.Condition) *playerMaterialDo { return p.withDO(p.DO.Having(conds...)) } func (p playerMaterialDo) Limit(limit int) *playerMaterialDo { return p.withDO(p.DO.Limit(limit)) } func (p playerMaterialDo) Offset(offset int) *playerMaterialDo { return p.withDO(p.DO.Offset(offset)) } func (p playerMaterialDo) Scopes(funcs ...func(gen.Dao) gen.Dao) *playerMaterialDo { return p.withDO(p.DO.Scopes(funcs...)) } func (p playerMaterialDo) Unscoped() *playerMaterialDo { return p.withDO(p.DO.Unscoped()) } func (p playerMaterialDo) Create(values ...*model.PlayerMaterial) error { if len(values) == 0 { return nil } return p.DO.Create(values) } func (p playerMaterialDo) CreateInBatches(values []*model.PlayerMaterial, batchSize int) error { return p.DO.CreateInBatches(values, batchSize) } // Save : !!! underlying implementation is different with GORM // The method is equivalent to executing the statement: db.Clauses(clause.OnConflict{UpdateAll: true}).Create(values) func (p playerMaterialDo) Save(values ...*model.PlayerMaterial) error { if len(values) == 0 { return nil } return p.DO.Save(values) } func (p playerMaterialDo) First() (*model.PlayerMaterial, error) { if result, err := p.DO.First(); err != nil { return nil, err } else { return result.(*model.PlayerMaterial), nil } } func (p playerMaterialDo) Take() (*model.PlayerMaterial, error) { if result, err := p.DO.Take(); err != nil { return nil, err } else { return result.(*model.PlayerMaterial), nil } } func (p playerMaterialDo) Last() (*model.PlayerMaterial, error) { if result, err := p.DO.Last(); err != nil { return nil, err } else { return result.(*model.PlayerMaterial), nil } } func (p playerMaterialDo) Find() ([]*model.PlayerMaterial, error) { result, err := p.DO.Find() return result.([]*model.PlayerMaterial), err } func (p playerMaterialDo) FindInBatch(batchSize int, fc func(tx gen.Dao, batch int) error) (results []*model.PlayerMaterial, err error) { buf := make([]*model.PlayerMaterial, 0, batchSize) err = p.DO.FindInBatches(&buf, batchSize, func(tx gen.Dao, batch int) error { defer func() { results = append(results, buf...) }() return fc(tx, batch) }) return results, err } func (p playerMaterialDo) FindInBatches(result *[]*model.PlayerMaterial, batchSize int, fc func(tx gen.Dao, batch int) error) error { return p.DO.FindInBatches(result, batchSize, fc) } func (p playerMaterialDo) Attrs(attrs ...field.AssignExpr) *playerMaterialDo { return p.withDO(p.DO.Attrs(attrs...)) } func (p playerMaterialDo) Assign(attrs ...field.AssignExpr) *playerMaterialDo { return p.withDO(p.DO.Assign(attrs...)) } func (p playerMaterialDo) Joins(fields ...field.RelationField) *playerMaterialDo { for _, _f := range fields { p = *p.withDO(p.DO.Joins(_f)) } return &p } func (p playerMaterialDo) Preload(fields ...field.RelationField) *playerMaterialDo { for _, _f := range fields { p = *p.withDO(p.DO.Preload(_f)) } return &p } func (p playerMaterialDo) FirstOrInit() (*model.PlayerMaterial, error) { if result, err := p.DO.FirstOrInit(); err != nil { return nil, err } else { return result.(*model.PlayerMaterial), nil } } func (p playerMaterialDo) FirstOrCreate() (*model.PlayerMaterial, error) { if result, err := p.DO.FirstOrCreate(); err != nil { return nil, err } else { return result.(*model.PlayerMaterial), nil } } func (p playerMaterialDo) FindByPage(offset int, limit int) (result []*model.PlayerMaterial, count int64, err error) { result, err = p.Offset(offset).Limit(limit).Find() if err != nil { return } if size := len(result); 0 < limit && 0 < size && size < limit { count = int64(size + offset) return } count, err = p.Offset(-1).Limit(-1).Count() return } func (p playerMaterialDo) ScanByPage(result interface{}, offset int, limit int) (count int64, err error) { count, err = p.Count() if err != nil { return } err = p.Offset(offset).Limit(limit).Scan(result) return } func (p playerMaterialDo) Scan(result interface{}) (err error) { return p.DO.Scan(result) } func (p playerMaterialDo) Delete(models ...*model.PlayerMaterial) (result gen.ResultInfo, err error) { return p.DO.Delete(models) } func (p *playerMaterialDo) withDO(do gen.Dao) *playerMaterialDo { p.DO = *do.(*gen.DO) return p }