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model_player_slice.go
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/*
OneSignal
A powerful way to send personalized messages at scale and build effective customer engagement strategies. Learn more at onesignal.com
API version: 1.3.0
Contact: [email protected]
*/
// Code generated by OpenAPI Generator (https://openapi-generator.tech); DO NOT EDIT.
package onesignal
import (
"encoding/json"
)
// PlayerSlice struct for PlayerSlice
type PlayerSlice struct {
TotalCount *int32 `json:"total_count,omitempty"`
Offset *int32 `json:"offset,omitempty"`
Limit *int32 `json:"limit,omitempty"`
Players []Player `json:"players,omitempty"`
AdditionalProperties map[string]interface{}
}
type _PlayerSlice PlayerSlice
// NewPlayerSlice instantiates a new PlayerSlice object
// This constructor will assign default values to properties that have it defined,
// and makes sure properties required by API are set, but the set of arguments
// will change when the set of required properties is changed
func NewPlayerSlice() *PlayerSlice {
this := PlayerSlice{}
return &this
}
// NewPlayerSliceWithDefaults instantiates a new PlayerSlice object
// This constructor will only assign default values to properties that have it defined,
// but it doesn't guarantee that properties required by API are set
func NewPlayerSliceWithDefaults() *PlayerSlice {
this := PlayerSlice{}
return &this
}
// GetTotalCount returns the TotalCount field value if set, zero value otherwise.
func (o *PlayerSlice) GetTotalCount() int32 {
if o == nil || o.TotalCount == nil {
var ret int32
return ret
}
return *o.TotalCount
}
// GetTotalCountOk returns a tuple with the TotalCount field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *PlayerSlice) GetTotalCountOk() (*int32, bool) {
if o == nil || o.TotalCount == nil {
return nil, false
}
return o.TotalCount, true
}
// HasTotalCount returns a boolean if a field has been set.
func (o *PlayerSlice) HasTotalCount() bool {
if o != nil && o.TotalCount != nil {
return true
}
return false
}
// SetTotalCount gets a reference to the given int32 and assigns it to the TotalCount field.
func (o *PlayerSlice) SetTotalCount(v int32) {
o.TotalCount = &v
}
// GetOffset returns the Offset field value if set, zero value otherwise.
func (o *PlayerSlice) GetOffset() int32 {
if o == nil || o.Offset == nil {
var ret int32
return ret
}
return *o.Offset
}
// GetOffsetOk returns a tuple with the Offset field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *PlayerSlice) GetOffsetOk() (*int32, bool) {
if o == nil || o.Offset == nil {
return nil, false
}
return o.Offset, true
}
// HasOffset returns a boolean if a field has been set.
func (o *PlayerSlice) HasOffset() bool {
if o != nil && o.Offset != nil {
return true
}
return false
}
// SetOffset gets a reference to the given int32 and assigns it to the Offset field.
func (o *PlayerSlice) SetOffset(v int32) {
o.Offset = &v
}
// GetLimit returns the Limit field value if set, zero value otherwise.
func (o *PlayerSlice) GetLimit() int32 {
if o == nil || o.Limit == nil {
var ret int32
return ret
}
return *o.Limit
}
// GetLimitOk returns a tuple with the Limit field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *PlayerSlice) GetLimitOk() (*int32, bool) {
if o == nil || o.Limit == nil {
return nil, false
}
return o.Limit, true
}
// HasLimit returns a boolean if a field has been set.
func (o *PlayerSlice) HasLimit() bool {
if o != nil && o.Limit != nil {
return true
}
return false
}
// SetLimit gets a reference to the given int32 and assigns it to the Limit field.
func (o *PlayerSlice) SetLimit(v int32) {
o.Limit = &v
}
// GetPlayers returns the Players field value if set, zero value otherwise.
func (o *PlayerSlice) GetPlayers() []Player {
if o == nil || o.Players == nil {
var ret []Player
return ret
}
return o.Players
}
// GetPlayersOk returns a tuple with the Players field value if set, nil otherwise
// and a boolean to check if the value has been set.
func (o *PlayerSlice) GetPlayersOk() ([]Player, bool) {
if o == nil || o.Players == nil {
return nil, false
}
return o.Players, true
}
// HasPlayers returns a boolean if a field has been set.
func (o *PlayerSlice) HasPlayers() bool {
if o != nil && o.Players != nil {
return true
}
return false
}
// SetPlayers gets a reference to the given []Player and assigns it to the Players field.
func (o *PlayerSlice) SetPlayers(v []Player) {
o.Players = v
}
func (o PlayerSlice) MarshalJSON() ([]byte, error) {
toSerialize := map[string]interface{}{}
if o.TotalCount != nil {
toSerialize["total_count"] = o.TotalCount
}
if o.Offset != nil {
toSerialize["offset"] = o.Offset
}
if o.Limit != nil {
toSerialize["limit"] = o.Limit
}
if o.Players != nil {
toSerialize["players"] = o.Players
}
for key, value := range o.AdditionalProperties {
toSerialize[key] = value
}
return json.Marshal(toSerialize)
}
func (o *PlayerSlice) UnmarshalJSON(bytes []byte) (err error) {
varPlayerSlice := _PlayerSlice{}
if err = json.Unmarshal(bytes, &varPlayerSlice); err == nil {
*o = PlayerSlice(varPlayerSlice)
}
additionalProperties := make(map[string]interface{})
if err = json.Unmarshal(bytes, &additionalProperties); err == nil {
delete(additionalProperties, "total_count")
delete(additionalProperties, "offset")
delete(additionalProperties, "limit")
delete(additionalProperties, "players")
o.AdditionalProperties = additionalProperties
}
return err
}
type NullablePlayerSlice struct {
value *PlayerSlice
isSet bool
}
func (v NullablePlayerSlice) Get() *PlayerSlice {
return v.value
}
func (v *NullablePlayerSlice) Set(val *PlayerSlice) {
v.value = val
v.isSet = true
}
func (v NullablePlayerSlice) IsSet() bool {
return v.isSet
}
func (v *NullablePlayerSlice) Unset() {
v.value = nil
v.isSet = false
}
func NewNullablePlayerSlice(val *PlayerSlice) *NullablePlayerSlice {
return &NullablePlayerSlice{value: val, isSet: true}
}
func (v NullablePlayerSlice) MarshalJSON() ([]byte, error) {
return json.Marshal(v.value)
}
func (v *NullablePlayerSlice) UnmarshalJSON(src []byte) error {
v.isSet = true
return json.Unmarshal(src, &v.value)
}