// Code generated by ent, DO NOT EDIT. package ent import ( "api/ent/predicate" "api/ent/ue" "api/ent/user" "context" "errors" "fmt" "entgo.io/ent/dialect/sql" "entgo.io/ent/dialect/sql/sqlgraph" "entgo.io/ent/schema/field" ) // UeUpdate is the builder for updating Ue entities. type UeUpdate struct { config hooks []Hook mutation *UeMutation } // Where appends a list predicates to the UeUpdate builder. func (uu *UeUpdate) Where(ps ...predicate.Ue) *UeUpdate { uu.mutation.Where(ps...) return uu } // SetLimit sets the "limit" field. func (uu *UeUpdate) SetLimit(b bool) *UeUpdate { uu.mutation.SetLimit(b) return uu } // SetNillableLimit sets the "limit" field if the given value is not nil. func (uu *UeUpdate) SetNillableLimit(b *bool) *UeUpdate { if b != nil { uu.SetLimit(*b) } return uu } // ClearLimit clears the value of the "limit" field. func (uu *UeUpdate) ClearLimit() *UeUpdate { uu.mutation.ClearLimit() return uu } // SetLimitBoss sets the "limit_boss" field. func (uu *UeUpdate) SetLimitBoss(b bool) *UeUpdate { uu.mutation.SetLimitBoss(b) return uu } // SetNillableLimitBoss sets the "limit_boss" field if the given value is not nil. func (uu *UeUpdate) SetNillableLimitBoss(b *bool) *UeUpdate { if b != nil { uu.SetLimitBoss(*b) } return uu } // ClearLimitBoss clears the value of the "limit_boss" field. func (uu *UeUpdate) ClearLimitBoss() *UeUpdate { uu.mutation.ClearLimitBoss() return uu } // SetLimitItem sets the "limit_item" field. func (uu *UeUpdate) SetLimitItem(b bool) *UeUpdate { uu.mutation.SetLimitItem(b) return uu } // SetNillableLimitItem sets the "limit_item" field if the given value is not nil. func (uu *UeUpdate) SetNillableLimitItem(b *bool) *UeUpdate { if b != nil { uu.SetLimitItem(*b) } return uu } // ClearLimitItem clears the value of the "limit_item" field. func (uu *UeUpdate) ClearLimitItem() *UeUpdate { uu.mutation.ClearLimitItem() return uu } // SetLv sets the "lv" field. func (uu *UeUpdate) SetLv(i int) *UeUpdate { uu.mutation.ResetLv() uu.mutation.SetLv(i) return uu } // SetNillableLv sets the "lv" field if the given value is not nil. func (uu *UeUpdate) SetNillableLv(i *int) *UeUpdate { if i != nil { uu.SetLv(*i) } return uu } // AddLv adds i to the "lv" field. func (uu *UeUpdate) AddLv(i int) *UeUpdate { uu.mutation.AddLv(i) return uu } // ClearLv clears the value of the "lv" field. func (uu *UeUpdate) ClearLv() *UeUpdate { uu.mutation.ClearLv() return uu } // SetLvPoint sets the "lv_point" field. func (uu *UeUpdate) SetLvPoint(i int) *UeUpdate { uu.mutation.ResetLvPoint() uu.mutation.SetLvPoint(i) return uu } // SetNillableLvPoint sets the "lv_point" field if the given value is not nil. func (uu *UeUpdate) SetNillableLvPoint(i *int) *UeUpdate { if i != nil { uu.SetLvPoint(*i) } return uu } // AddLvPoint adds i to the "lv_point" field. func (uu *UeUpdate) AddLvPoint(i int) *UeUpdate { uu.mutation.AddLvPoint(i) return uu } // ClearLvPoint clears the value of the "lv_point" field. func (uu *UeUpdate) ClearLvPoint() *UeUpdate { uu.mutation.ClearLvPoint() return uu } // SetModel sets the "model" field. func (uu *UeUpdate) SetModel(i int) *UeUpdate { uu.mutation.ResetModel() uu.mutation.SetModel(i) return uu } // SetNillableModel sets the "model" field if the given value is not nil. func (uu *UeUpdate) SetNillableModel(i *int) *UeUpdate { if i != nil { uu.SetModel(*i) } return uu } // AddModel adds i to the "model" field. func (uu *UeUpdate) AddModel(i int) *UeUpdate { uu.mutation.AddModel(i) return uu } // ClearModel clears the value of the "model" field. func (uu *UeUpdate) ClearModel() *UeUpdate { uu.mutation.ClearModel() return uu } // SetSword sets the "sword" field. func (uu *UeUpdate) SetSword(i int) *UeUpdate { uu.mutation.ResetSword() uu.mutation.SetSword(i) return uu } // SetNillableSword sets the "sword" field if the given value is not nil. func (uu *UeUpdate) SetNillableSword(i *int) *UeUpdate { if i != nil { uu.SetSword(*i) } return uu } // AddSword adds i to the "sword" field. func (uu *UeUpdate) AddSword(i int) *UeUpdate { uu.mutation.AddSword(i) return uu } // ClearSword clears the value of the "sword" field. func (uu *UeUpdate) ClearSword() *UeUpdate { uu.mutation.ClearSword() return uu } // SetCard sets the "card" field. func (uu *UeUpdate) SetCard(i int) *UeUpdate { uu.mutation.ResetCard() uu.mutation.SetCard(i) return uu } // SetNillableCard sets the "card" field if the given value is not nil. func (uu *UeUpdate) SetNillableCard(i *int) *UeUpdate { if i != nil { uu.SetCard(*i) } return uu } // AddCard adds i to the "card" field. func (uu *UeUpdate) AddCard(i int) *UeUpdate { uu.mutation.AddCard(i) return uu } // ClearCard clears the value of the "card" field. func (uu *UeUpdate) ClearCard() *UeUpdate { uu.mutation.ClearCard() return uu } // SetMode sets the "mode" field. func (uu *UeUpdate) SetMode(s string) *UeUpdate { uu.mutation.SetMode(s) return uu } // SetNillableMode sets the "mode" field if the given value is not nil. func (uu *UeUpdate) SetNillableMode(s *string) *UeUpdate { if s != nil { uu.SetMode(*s) } return uu } // ClearMode clears the value of the "mode" field. func (uu *UeUpdate) ClearMode() *UeUpdate { uu.mutation.ClearMode() return uu } // SetToken sets the "token" field. func (uu *UeUpdate) SetToken(s string) *UeUpdate { uu.mutation.SetToken(s) return uu } // SetNillableToken sets the "token" field if the given value is not nil. func (uu *UeUpdate) SetNillableToken(s *string) *UeUpdate { if s != nil { uu.SetToken(*s) } return uu } // ClearToken clears the value of the "token" field. func (uu *UeUpdate) ClearToken() *UeUpdate { uu.mutation.ClearToken() return uu } // SetCp sets the "cp" field. func (uu *UeUpdate) SetCp(i int) *UeUpdate { uu.mutation.ResetCp() uu.mutation.SetCp(i) return uu } // SetNillableCp sets the "cp" field if the given value is not nil. func (uu *UeUpdate) SetNillableCp(i *int) *UeUpdate { if i != nil { uu.SetCp(*i) } return uu } // AddCp adds i to the "cp" field. func (uu *UeUpdate) AddCp(i int) *UeUpdate { uu.mutation.AddCp(i) return uu } // ClearCp clears the value of the "cp" field. func (uu *UeUpdate) ClearCp() *UeUpdate { uu.mutation.ClearCp() return uu } // SetCount sets the "count" field. func (uu *UeUpdate) SetCount(i int) *UeUpdate { uu.mutation.ResetCount() uu.mutation.SetCount(i) return uu } // SetNillableCount sets the "count" field if the given value is not nil. func (uu *UeUpdate) SetNillableCount(i *int) *UeUpdate { if i != nil { uu.SetCount(*i) } return uu } // AddCount adds i to the "count" field. func (uu *UeUpdate) AddCount(i int) *UeUpdate { uu.mutation.AddCount(i) return uu } // ClearCount clears the value of the "count" field. func (uu *UeUpdate) ClearCount() *UeUpdate { uu.mutation.ClearCount() return uu } // SetLocationX sets the "location_x" field. func (uu *UeUpdate) SetLocationX(i int) *UeUpdate { uu.mutation.ResetLocationX() uu.mutation.SetLocationX(i) return uu } // SetNillableLocationX sets the "location_x" field if the given value is not nil. func (uu *UeUpdate) SetNillableLocationX(i *int) *UeUpdate { if i != nil { uu.SetLocationX(*i) } return uu } // AddLocationX adds i to the "location_x" field. func (uu *UeUpdate) AddLocationX(i int) *UeUpdate { uu.mutation.AddLocationX(i) return uu } // ClearLocationX clears the value of the "location_x" field. func (uu *UeUpdate) ClearLocationX() *UeUpdate { uu.mutation.ClearLocationX() return uu } // SetLocationY sets the "location_y" field. func (uu *UeUpdate) SetLocationY(i int) *UeUpdate { uu.mutation.ResetLocationY() uu.mutation.SetLocationY(i) return uu } // SetNillableLocationY sets the "location_y" field if the given value is not nil. func (uu *UeUpdate) SetNillableLocationY(i *int) *UeUpdate { if i != nil { uu.SetLocationY(*i) } return uu } // AddLocationY adds i to the "location_y" field. func (uu *UeUpdate) AddLocationY(i int) *UeUpdate { uu.mutation.AddLocationY(i) return uu } // ClearLocationY clears the value of the "location_y" field. func (uu *UeUpdate) ClearLocationY() *UeUpdate { uu.mutation.ClearLocationY() return uu } // SetLocationZ sets the "location_z" field. func (uu *UeUpdate) SetLocationZ(i int) *UeUpdate { uu.mutation.ResetLocationZ() uu.mutation.SetLocationZ(i) return uu } // SetNillableLocationZ sets the "location_z" field if the given value is not nil. func (uu *UeUpdate) SetNillableLocationZ(i *int) *UeUpdate { if i != nil { uu.SetLocationZ(*i) } return uu } // AddLocationZ adds i to the "location_z" field. func (uu *UeUpdate) AddLocationZ(i int) *UeUpdate { uu.mutation.AddLocationZ(i) return uu } // ClearLocationZ clears the value of the "location_z" field. func (uu *UeUpdate) ClearLocationZ() *UeUpdate { uu.mutation.ClearLocationZ() return uu } // SetLocationN sets the "location_n" field. func (uu *UeUpdate) SetLocationN(i int) *UeUpdate { uu.mutation.ResetLocationN() uu.mutation.SetLocationN(i) return uu } // SetNillableLocationN sets the "location_n" field if the given value is not nil. func (uu *UeUpdate) SetNillableLocationN(i *int) *UeUpdate { if i != nil { uu.SetLocationN(*i) } return uu } // AddLocationN adds i to the "location_n" field. func (uu *UeUpdate) AddLocationN(i int) *UeUpdate { uu.mutation.AddLocationN(i) return uu } // ClearLocationN clears the value of the "location_n" field. func (uu *UeUpdate) ClearLocationN() *UeUpdate { uu.mutation.ClearLocationN() return uu } // SetAuthor sets the "author" field. func (uu *UeUpdate) SetAuthor(s string) *UeUpdate { uu.mutation.SetAuthor(s) return uu } // SetNillableAuthor sets the "author" field if the given value is not nil. func (uu *UeUpdate) SetNillableAuthor(s *string) *UeUpdate { if s != nil { uu.SetAuthor(*s) } return uu } // ClearAuthor clears the value of the "author" field. func (uu *UeUpdate) ClearAuthor() *UeUpdate { uu.mutation.ClearAuthor() return uu } // SetGameLv sets the "game_lv" field. func (uu *UeUpdate) SetGameLv(s string) *UeUpdate { uu.mutation.SetGameLv(s) return uu } // SetNillableGameLv sets the "game_lv" field if the given value is not nil. func (uu *UeUpdate) SetNillableGameLv(s *string) *UeUpdate { if s != nil { uu.SetGameLv(*s) } return uu } // ClearGameLv clears the value of the "game_lv" field. func (uu *UeUpdate) ClearGameLv() *UeUpdate { uu.mutation.ClearGameLv() return uu } // SetGameExp sets the "game_exp" field. func (uu *UeUpdate) SetGameExp(s string) *UeUpdate { uu.mutation.SetGameExp(s) return uu } // SetNillableGameExp sets the "game_exp" field if the given value is not nil. func (uu *UeUpdate) SetNillableGameExp(s *string) *UeUpdate { if s != nil { uu.SetGameExp(*s) } return uu } // ClearGameExp clears the value of the "game_exp" field. func (uu *UeUpdate) ClearGameExp() *UeUpdate { uu.mutation.ClearGameExp() return uu } // SetGameID sets the "game_id" field. func (uu *UeUpdate) SetGameID(s string) *UeUpdate { uu.mutation.SetGameID(s) return uu } // SetNillableGameID sets the "game_id" field if the given value is not nil. func (uu *UeUpdate) SetNillableGameID(s *string) *UeUpdate { if s != nil { uu.SetGameID(*s) } return uu } // ClearGameID clears the value of the "game_id" field. func (uu *UeUpdate) ClearGameID() *UeUpdate { uu.mutation.ClearGameID() return uu } // SetGameStory sets the "game_story" field. func (uu *UeUpdate) SetGameStory(i int) *UeUpdate { uu.mutation.ResetGameStory() uu.mutation.SetGameStory(i) return uu } // SetNillableGameStory sets the "game_story" field if the given value is not nil. func (uu *UeUpdate) SetNillableGameStory(i *int) *UeUpdate { if i != nil { uu.SetGameStory(*i) } return uu } // AddGameStory adds i to the "game_story" field. func (uu *UeUpdate) AddGameStory(i int) *UeUpdate { uu.mutation.AddGameStory(i) return uu } // ClearGameStory clears the value of the "game_story" field. func (uu *UeUpdate) ClearGameStory() *UeUpdate { uu.mutation.ClearGameStory() return uu } // SetGameEp sets the "game_ep" field. func (uu *UeUpdate) SetGameEp(s string) *UeUpdate { uu.mutation.SetGameEp(s) return uu } // SetNillableGameEp sets the "game_ep" field if the given value is not nil. func (uu *UeUpdate) SetNillableGameEp(s *string) *UeUpdate { if s != nil { uu.SetGameEp(*s) } return uu } // ClearGameEp clears the value of the "game_ep" field. func (uu *UeUpdate) ClearGameEp() *UeUpdate { uu.mutation.ClearGameEp() return uu } // SetOwnerID sets the "owner" edge to the User entity by ID. func (uu *UeUpdate) SetOwnerID(id int) *UeUpdate { uu.mutation.SetOwnerID(id) return uu } // SetOwner sets the "owner" edge to the User entity. func (uu *UeUpdate) SetOwner(u *User) *UeUpdate { return uu.SetOwnerID(u.ID) } // Mutation returns the UeMutation object of the builder. func (uu *UeUpdate) Mutation() *UeMutation { return uu.mutation } // ClearOwner clears the "owner" edge to the User entity. func (uu *UeUpdate) ClearOwner() *UeUpdate { uu.mutation.ClearOwner() return uu } // Save executes the query and returns the number of nodes affected by the update operation. func (uu *UeUpdate) Save(ctx context.Context) (int, error) { return withHooks[int, UeMutation](ctx, uu.sqlSave, uu.mutation, uu.hooks) } // SaveX is like Save, but panics if an error occurs. func (uu *UeUpdate) SaveX(ctx context.Context) int { affected, err := uu.Save(ctx) if err != nil { panic(err) } return affected } // Exec executes the query. func (uu *UeUpdate) Exec(ctx context.Context) error { _, err := uu.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (uu *UeUpdate) ExecX(ctx context.Context) { if err := uu.Exec(ctx); err != nil { panic(err) } } // check runs all checks and user-defined validators on the builder. func (uu *UeUpdate) check() error { if _, ok := uu.mutation.OwnerID(); uu.mutation.OwnerCleared() && !ok { return errors.New(`ent: clearing a required unique edge "Ue.owner"`) } return nil } func (uu *UeUpdate) sqlSave(ctx context.Context) (n int, err error) { if err := uu.check(); err != nil { return n, err } _spec := sqlgraph.NewUpdateSpec(ue.Table, ue.Columns, sqlgraph.NewFieldSpec(ue.FieldID, field.TypeInt)) if ps := uu.mutation.predicates; len(ps) > 0 { _spec.Predicate = func(selector *sql.Selector) { for i := range ps { ps[i](selector) } } } if value, ok := uu.mutation.Limit(); ok { _spec.SetField(ue.FieldLimit, field.TypeBool, value) } if uu.mutation.LimitCleared() { _spec.ClearField(ue.FieldLimit, field.TypeBool) } if value, ok := uu.mutation.LimitBoss(); ok { _spec.SetField(ue.FieldLimitBoss, field.TypeBool, value) } if uu.mutation.LimitBossCleared() { _spec.ClearField(ue.FieldLimitBoss, field.TypeBool) } if value, ok := uu.mutation.LimitItem(); ok { _spec.SetField(ue.FieldLimitItem, field.TypeBool, value) } if uu.mutation.LimitItemCleared() { _spec.ClearField(ue.FieldLimitItem, field.TypeBool) } if value, ok := uu.mutation.Lv(); ok { _spec.SetField(ue.FieldLv, field.TypeInt, value) } if value, ok := uu.mutation.AddedLv(); ok { _spec.AddField(ue.FieldLv, field.TypeInt, value) } if uu.mutation.LvCleared() { _spec.ClearField(ue.FieldLv, field.TypeInt) } if value, ok := uu.mutation.LvPoint(); ok { _spec.SetField(ue.FieldLvPoint, field.TypeInt, value) } if value, ok := uu.mutation.AddedLvPoint(); ok { _spec.AddField(ue.FieldLvPoint, field.TypeInt, value) } if uu.mutation.LvPointCleared() { _spec.ClearField(ue.FieldLvPoint, field.TypeInt) } if value, ok := uu.mutation.Model(); ok { _spec.SetField(ue.FieldModel, field.TypeInt, value) } if value, ok := uu.mutation.AddedModel(); ok { _spec.AddField(ue.FieldModel, field.TypeInt, value) } if uu.mutation.ModelCleared() { _spec.ClearField(ue.FieldModel, field.TypeInt) } if value, ok := uu.mutation.Sword(); ok { _spec.SetField(ue.FieldSword, field.TypeInt, value) } if value, ok := uu.mutation.AddedSword(); ok { _spec.AddField(ue.FieldSword, field.TypeInt, value) } if uu.mutation.SwordCleared() { _spec.ClearField(ue.FieldSword, field.TypeInt) } if value, ok := uu.mutation.Card(); ok { _spec.SetField(ue.FieldCard, field.TypeInt, value) } if value, ok := uu.mutation.AddedCard(); ok { _spec.AddField(ue.FieldCard, field.TypeInt, value) } if uu.mutation.CardCleared() { _spec.ClearField(ue.FieldCard, field.TypeInt) } if value, ok := uu.mutation.Mode(); ok { _spec.SetField(ue.FieldMode, field.TypeString, value) } if uu.mutation.ModeCleared() { _spec.ClearField(ue.FieldMode, field.TypeString) } if value, ok := uu.mutation.Token(); ok { _spec.SetField(ue.FieldToken, field.TypeString, value) } if uu.mutation.TokenCleared() { _spec.ClearField(ue.FieldToken, field.TypeString) } if value, ok := uu.mutation.Cp(); ok { _spec.SetField(ue.FieldCp, field.TypeInt, value) } if value, ok := uu.mutation.AddedCp(); ok { _spec.AddField(ue.FieldCp, field.TypeInt, value) } if uu.mutation.CpCleared() { _spec.ClearField(ue.FieldCp, field.TypeInt) } if value, ok := uu.mutation.Count(); ok { _spec.SetField(ue.FieldCount, field.TypeInt, value) } if value, ok := uu.mutation.AddedCount(); ok { _spec.AddField(ue.FieldCount, field.TypeInt, value) } if uu.mutation.CountCleared() { _spec.ClearField(ue.FieldCount, field.TypeInt) } if value, ok := uu.mutation.LocationX(); ok { _spec.SetField(ue.FieldLocationX, field.TypeInt, value) } if value, ok := uu.mutation.AddedLocationX(); ok { _spec.AddField(ue.FieldLocationX, field.TypeInt, value) } if uu.mutation.LocationXCleared() { _spec.ClearField(ue.FieldLocationX, field.TypeInt) } if value, ok := uu.mutation.LocationY(); ok { _spec.SetField(ue.FieldLocationY, field.TypeInt, value) } if value, ok := uu.mutation.AddedLocationY(); ok { _spec.AddField(ue.FieldLocationY, field.TypeInt, value) } if uu.mutation.LocationYCleared() { _spec.ClearField(ue.FieldLocationY, field.TypeInt) } if value, ok := uu.mutation.LocationZ(); ok { _spec.SetField(ue.FieldLocationZ, field.TypeInt, value) } if value, ok := uu.mutation.AddedLocationZ(); ok { _spec.AddField(ue.FieldLocationZ, field.TypeInt, value) } if uu.mutation.LocationZCleared() { _spec.ClearField(ue.FieldLocationZ, field.TypeInt) } if value, ok := uu.mutation.LocationN(); ok { _spec.SetField(ue.FieldLocationN, field.TypeInt, value) } if value, ok := uu.mutation.AddedLocationN(); ok { _spec.AddField(ue.FieldLocationN, field.TypeInt, value) } if uu.mutation.LocationNCleared() { _spec.ClearField(ue.FieldLocationN, field.TypeInt) } if value, ok := uu.mutation.Author(); ok { _spec.SetField(ue.FieldAuthor, field.TypeString, value) } if uu.mutation.AuthorCleared() { _spec.ClearField(ue.FieldAuthor, field.TypeString) } if value, ok := uu.mutation.GameLv(); ok { _spec.SetField(ue.FieldGameLv, field.TypeString, value) } if uu.mutation.GameLvCleared() { _spec.ClearField(ue.FieldGameLv, field.TypeString) } if value, ok := uu.mutation.GameExp(); ok { _spec.SetField(ue.FieldGameExp, field.TypeString, value) } if uu.mutation.GameExpCleared() { _spec.ClearField(ue.FieldGameExp, field.TypeString) } if value, ok := uu.mutation.GameID(); ok { _spec.SetField(ue.FieldGameID, field.TypeString, value) } if uu.mutation.GameIDCleared() { _spec.ClearField(ue.FieldGameID, field.TypeString) } if value, ok := uu.mutation.GameStory(); ok { _spec.SetField(ue.FieldGameStory, field.TypeInt, value) } if value, ok := uu.mutation.AddedGameStory(); ok { _spec.AddField(ue.FieldGameStory, field.TypeInt, value) } if uu.mutation.GameStoryCleared() { _spec.ClearField(ue.FieldGameStory, field.TypeInt) } if value, ok := uu.mutation.GameEp(); ok { _spec.SetField(ue.FieldGameEp, field.TypeString, value) } if uu.mutation.GameEpCleared() { _spec.ClearField(ue.FieldGameEp, field.TypeString) } if uu.mutation.CreatedAtCleared() { _spec.ClearField(ue.FieldCreatedAt, field.TypeTime) } if uu.mutation.OwnerCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: ue.OwnerTable, Columns: []string{ue.OwnerColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(user.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := uu.mutation.OwnerIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: ue.OwnerTable, Columns: []string{ue.OwnerColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(user.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } if n, err = sqlgraph.UpdateNodes(ctx, uu.driver, _spec); err != nil { if _, ok := err.(*sqlgraph.NotFoundError); ok { err = &NotFoundError{ue.Label} } else if sqlgraph.IsConstraintError(err) { err = &ConstraintError{msg: err.Error(), wrap: err} } return 0, err } uu.mutation.done = true return n, nil } // UeUpdateOne is the builder for updating a single Ue entity. type UeUpdateOne struct { config fields []string hooks []Hook mutation *UeMutation } // SetLimit sets the "limit" field. func (uuo *UeUpdateOne) SetLimit(b bool) *UeUpdateOne { uuo.mutation.SetLimit(b) return uuo } // SetNillableLimit sets the "limit" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableLimit(b *bool) *UeUpdateOne { if b != nil { uuo.SetLimit(*b) } return uuo } // ClearLimit clears the value of the "limit" field. func (uuo *UeUpdateOne) ClearLimit() *UeUpdateOne { uuo.mutation.ClearLimit() return uuo } // SetLimitBoss sets the "limit_boss" field. func (uuo *UeUpdateOne) SetLimitBoss(b bool) *UeUpdateOne { uuo.mutation.SetLimitBoss(b) return uuo } // SetNillableLimitBoss sets the "limit_boss" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableLimitBoss(b *bool) *UeUpdateOne { if b != nil { uuo.SetLimitBoss(*b) } return uuo } // ClearLimitBoss clears the value of the "limit_boss" field. func (uuo *UeUpdateOne) ClearLimitBoss() *UeUpdateOne { uuo.mutation.ClearLimitBoss() return uuo } // SetLimitItem sets the "limit_item" field. func (uuo *UeUpdateOne) SetLimitItem(b bool) *UeUpdateOne { uuo.mutation.SetLimitItem(b) return uuo } // SetNillableLimitItem sets the "limit_item" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableLimitItem(b *bool) *UeUpdateOne { if b != nil { uuo.SetLimitItem(*b) } return uuo } // ClearLimitItem clears the value of the "limit_item" field. func (uuo *UeUpdateOne) ClearLimitItem() *UeUpdateOne { uuo.mutation.ClearLimitItem() return uuo } // SetLv sets the "lv" field. func (uuo *UeUpdateOne) SetLv(i int) *UeUpdateOne { uuo.mutation.ResetLv() uuo.mutation.SetLv(i) return uuo } // SetNillableLv sets the "lv" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableLv(i *int) *UeUpdateOne { if i != nil { uuo.SetLv(*i) } return uuo } // AddLv adds i to the "lv" field. func (uuo *UeUpdateOne) AddLv(i int) *UeUpdateOne { uuo.mutation.AddLv(i) return uuo } // ClearLv clears the value of the "lv" field. func (uuo *UeUpdateOne) ClearLv() *UeUpdateOne { uuo.mutation.ClearLv() return uuo } // SetLvPoint sets the "lv_point" field. func (uuo *UeUpdateOne) SetLvPoint(i int) *UeUpdateOne { uuo.mutation.ResetLvPoint() uuo.mutation.SetLvPoint(i) return uuo } // SetNillableLvPoint sets the "lv_point" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableLvPoint(i *int) *UeUpdateOne { if i != nil { uuo.SetLvPoint(*i) } return uuo } // AddLvPoint adds i to the "lv_point" field. func (uuo *UeUpdateOne) AddLvPoint(i int) *UeUpdateOne { uuo.mutation.AddLvPoint(i) return uuo } // ClearLvPoint clears the value of the "lv_point" field. func (uuo *UeUpdateOne) ClearLvPoint() *UeUpdateOne { uuo.mutation.ClearLvPoint() return uuo } // SetModel sets the "model" field. func (uuo *UeUpdateOne) SetModel(i int) *UeUpdateOne { uuo.mutation.ResetModel() uuo.mutation.SetModel(i) return uuo } // SetNillableModel sets the "model" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableModel(i *int) *UeUpdateOne { if i != nil { uuo.SetModel(*i) } return uuo } // AddModel adds i to the "model" field. func (uuo *UeUpdateOne) AddModel(i int) *UeUpdateOne { uuo.mutation.AddModel(i) return uuo } // ClearModel clears the value of the "model" field. func (uuo *UeUpdateOne) ClearModel() *UeUpdateOne { uuo.mutation.ClearModel() return uuo } // SetSword sets the "sword" field. func (uuo *UeUpdateOne) SetSword(i int) *UeUpdateOne { uuo.mutation.ResetSword() uuo.mutation.SetSword(i) return uuo } // SetNillableSword sets the "sword" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableSword(i *int) *UeUpdateOne { if i != nil { uuo.SetSword(*i) } return uuo } // AddSword adds i to the "sword" field. func (uuo *UeUpdateOne) AddSword(i int) *UeUpdateOne { uuo.mutation.AddSword(i) return uuo } // ClearSword clears the value of the "sword" field. func (uuo *UeUpdateOne) ClearSword() *UeUpdateOne { uuo.mutation.ClearSword() return uuo } // SetCard sets the "card" field. func (uuo *UeUpdateOne) SetCard(i int) *UeUpdateOne { uuo.mutation.ResetCard() uuo.mutation.SetCard(i) return uuo } // SetNillableCard sets the "card" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableCard(i *int) *UeUpdateOne { if i != nil { uuo.SetCard(*i) } return uuo } // AddCard adds i to the "card" field. func (uuo *UeUpdateOne) AddCard(i int) *UeUpdateOne { uuo.mutation.AddCard(i) return uuo } // ClearCard clears the value of the "card" field. func (uuo *UeUpdateOne) ClearCard() *UeUpdateOne { uuo.mutation.ClearCard() return uuo } // SetMode sets the "mode" field. func (uuo *UeUpdateOne) SetMode(s string) *UeUpdateOne { uuo.mutation.SetMode(s) return uuo } // SetNillableMode sets the "mode" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableMode(s *string) *UeUpdateOne { if s != nil { uuo.SetMode(*s) } return uuo } // ClearMode clears the value of the "mode" field. func (uuo *UeUpdateOne) ClearMode() *UeUpdateOne { uuo.mutation.ClearMode() return uuo } // SetToken sets the "token" field. func (uuo *UeUpdateOne) SetToken(s string) *UeUpdateOne { uuo.mutation.SetToken(s) return uuo } // SetNillableToken sets the "token" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableToken(s *string) *UeUpdateOne { if s != nil { uuo.SetToken(*s) } return uuo } // ClearToken clears the value of the "token" field. func (uuo *UeUpdateOne) ClearToken() *UeUpdateOne { uuo.mutation.ClearToken() return uuo } // SetCp sets the "cp" field. func (uuo *UeUpdateOne) SetCp(i int) *UeUpdateOne { uuo.mutation.ResetCp() uuo.mutation.SetCp(i) return uuo } // SetNillableCp sets the "cp" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableCp(i *int) *UeUpdateOne { if i != nil { uuo.SetCp(*i) } return uuo } // AddCp adds i to the "cp" field. func (uuo *UeUpdateOne) AddCp(i int) *UeUpdateOne { uuo.mutation.AddCp(i) return uuo } // ClearCp clears the value of the "cp" field. func (uuo *UeUpdateOne) ClearCp() *UeUpdateOne { uuo.mutation.ClearCp() return uuo } // SetCount sets the "count" field. func (uuo *UeUpdateOne) SetCount(i int) *UeUpdateOne { uuo.mutation.ResetCount() uuo.mutation.SetCount(i) return uuo } // SetNillableCount sets the "count" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableCount(i *int) *UeUpdateOne { if i != nil { uuo.SetCount(*i) } return uuo } // AddCount adds i to the "count" field. func (uuo *UeUpdateOne) AddCount(i int) *UeUpdateOne { uuo.mutation.AddCount(i) return uuo } // ClearCount clears the value of the "count" field. func (uuo *UeUpdateOne) ClearCount() *UeUpdateOne { uuo.mutation.ClearCount() return uuo } // SetLocationX sets the "location_x" field. func (uuo *UeUpdateOne) SetLocationX(i int) *UeUpdateOne { uuo.mutation.ResetLocationX() uuo.mutation.SetLocationX(i) return uuo } // SetNillableLocationX sets the "location_x" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableLocationX(i *int) *UeUpdateOne { if i != nil { uuo.SetLocationX(*i) } return uuo } // AddLocationX adds i to the "location_x" field. func (uuo *UeUpdateOne) AddLocationX(i int) *UeUpdateOne { uuo.mutation.AddLocationX(i) return uuo } // ClearLocationX clears the value of the "location_x" field. func (uuo *UeUpdateOne) ClearLocationX() *UeUpdateOne { uuo.mutation.ClearLocationX() return uuo } // SetLocationY sets the "location_y" field. func (uuo *UeUpdateOne) SetLocationY(i int) *UeUpdateOne { uuo.mutation.ResetLocationY() uuo.mutation.SetLocationY(i) return uuo } // SetNillableLocationY sets the "location_y" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableLocationY(i *int) *UeUpdateOne { if i != nil { uuo.SetLocationY(*i) } return uuo } // AddLocationY adds i to the "location_y" field. func (uuo *UeUpdateOne) AddLocationY(i int) *UeUpdateOne { uuo.mutation.AddLocationY(i) return uuo } // ClearLocationY clears the value of the "location_y" field. func (uuo *UeUpdateOne) ClearLocationY() *UeUpdateOne { uuo.mutation.ClearLocationY() return uuo } // SetLocationZ sets the "location_z" field. func (uuo *UeUpdateOne) SetLocationZ(i int) *UeUpdateOne { uuo.mutation.ResetLocationZ() uuo.mutation.SetLocationZ(i) return uuo } // SetNillableLocationZ sets the "location_z" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableLocationZ(i *int) *UeUpdateOne { if i != nil { uuo.SetLocationZ(*i) } return uuo } // AddLocationZ adds i to the "location_z" field. func (uuo *UeUpdateOne) AddLocationZ(i int) *UeUpdateOne { uuo.mutation.AddLocationZ(i) return uuo } // ClearLocationZ clears the value of the "location_z" field. func (uuo *UeUpdateOne) ClearLocationZ() *UeUpdateOne { uuo.mutation.ClearLocationZ() return uuo } // SetLocationN sets the "location_n" field. func (uuo *UeUpdateOne) SetLocationN(i int) *UeUpdateOne { uuo.mutation.ResetLocationN() uuo.mutation.SetLocationN(i) return uuo } // SetNillableLocationN sets the "location_n" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableLocationN(i *int) *UeUpdateOne { if i != nil { uuo.SetLocationN(*i) } return uuo } // AddLocationN adds i to the "location_n" field. func (uuo *UeUpdateOne) AddLocationN(i int) *UeUpdateOne { uuo.mutation.AddLocationN(i) return uuo } // ClearLocationN clears the value of the "location_n" field. func (uuo *UeUpdateOne) ClearLocationN() *UeUpdateOne { uuo.mutation.ClearLocationN() return uuo } // SetAuthor sets the "author" field. func (uuo *UeUpdateOne) SetAuthor(s string) *UeUpdateOne { uuo.mutation.SetAuthor(s) return uuo } // SetNillableAuthor sets the "author" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableAuthor(s *string) *UeUpdateOne { if s != nil { uuo.SetAuthor(*s) } return uuo } // ClearAuthor clears the value of the "author" field. func (uuo *UeUpdateOne) ClearAuthor() *UeUpdateOne { uuo.mutation.ClearAuthor() return uuo } // SetGameLv sets the "game_lv" field. func (uuo *UeUpdateOne) SetGameLv(s string) *UeUpdateOne { uuo.mutation.SetGameLv(s) return uuo } // SetNillableGameLv sets the "game_lv" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableGameLv(s *string) *UeUpdateOne { if s != nil { uuo.SetGameLv(*s) } return uuo } // ClearGameLv clears the value of the "game_lv" field. func (uuo *UeUpdateOne) ClearGameLv() *UeUpdateOne { uuo.mutation.ClearGameLv() return uuo } // SetGameExp sets the "game_exp" field. func (uuo *UeUpdateOne) SetGameExp(s string) *UeUpdateOne { uuo.mutation.SetGameExp(s) return uuo } // SetNillableGameExp sets the "game_exp" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableGameExp(s *string) *UeUpdateOne { if s != nil { uuo.SetGameExp(*s) } return uuo } // ClearGameExp clears the value of the "game_exp" field. func (uuo *UeUpdateOne) ClearGameExp() *UeUpdateOne { uuo.mutation.ClearGameExp() return uuo } // SetGameID sets the "game_id" field. func (uuo *UeUpdateOne) SetGameID(s string) *UeUpdateOne { uuo.mutation.SetGameID(s) return uuo } // SetNillableGameID sets the "game_id" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableGameID(s *string) *UeUpdateOne { if s != nil { uuo.SetGameID(*s) } return uuo } // ClearGameID clears the value of the "game_id" field. func (uuo *UeUpdateOne) ClearGameID() *UeUpdateOne { uuo.mutation.ClearGameID() return uuo } // SetGameStory sets the "game_story" field. func (uuo *UeUpdateOne) SetGameStory(i int) *UeUpdateOne { uuo.mutation.ResetGameStory() uuo.mutation.SetGameStory(i) return uuo } // SetNillableGameStory sets the "game_story" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableGameStory(i *int) *UeUpdateOne { if i != nil { uuo.SetGameStory(*i) } return uuo } // AddGameStory adds i to the "game_story" field. func (uuo *UeUpdateOne) AddGameStory(i int) *UeUpdateOne { uuo.mutation.AddGameStory(i) return uuo } // ClearGameStory clears the value of the "game_story" field. func (uuo *UeUpdateOne) ClearGameStory() *UeUpdateOne { uuo.mutation.ClearGameStory() return uuo } // SetGameEp sets the "game_ep" field. func (uuo *UeUpdateOne) SetGameEp(s string) *UeUpdateOne { uuo.mutation.SetGameEp(s) return uuo } // SetNillableGameEp sets the "game_ep" field if the given value is not nil. func (uuo *UeUpdateOne) SetNillableGameEp(s *string) *UeUpdateOne { if s != nil { uuo.SetGameEp(*s) } return uuo } // ClearGameEp clears the value of the "game_ep" field. func (uuo *UeUpdateOne) ClearGameEp() *UeUpdateOne { uuo.mutation.ClearGameEp() return uuo } // SetOwnerID sets the "owner" edge to the User entity by ID. func (uuo *UeUpdateOne) SetOwnerID(id int) *UeUpdateOne { uuo.mutation.SetOwnerID(id) return uuo } // SetOwner sets the "owner" edge to the User entity. func (uuo *UeUpdateOne) SetOwner(u *User) *UeUpdateOne { return uuo.SetOwnerID(u.ID) } // Mutation returns the UeMutation object of the builder. func (uuo *UeUpdateOne) Mutation() *UeMutation { return uuo.mutation } // ClearOwner clears the "owner" edge to the User entity. func (uuo *UeUpdateOne) ClearOwner() *UeUpdateOne { uuo.mutation.ClearOwner() return uuo } // Where appends a list predicates to the UeUpdate builder. func (uuo *UeUpdateOne) Where(ps ...predicate.Ue) *UeUpdateOne { uuo.mutation.Where(ps...) return uuo } // Select allows selecting one or more fields (columns) of the returned entity. // The default is selecting all fields defined in the entity schema. func (uuo *UeUpdateOne) Select(field string, fields ...string) *UeUpdateOne { uuo.fields = append([]string{field}, fields...) return uuo } // Save executes the query and returns the updated Ue entity. func (uuo *UeUpdateOne) Save(ctx context.Context) (*Ue, error) { return withHooks[*Ue, UeMutation](ctx, uuo.sqlSave, uuo.mutation, uuo.hooks) } // SaveX is like Save, but panics if an error occurs. func (uuo *UeUpdateOne) SaveX(ctx context.Context) *Ue { node, err := uuo.Save(ctx) if err != nil { panic(err) } return node } // Exec executes the query on the entity. func (uuo *UeUpdateOne) Exec(ctx context.Context) error { _, err := uuo.Save(ctx) return err } // ExecX is like Exec, but panics if an error occurs. func (uuo *UeUpdateOne) ExecX(ctx context.Context) { if err := uuo.Exec(ctx); err != nil { panic(err) } } // check runs all checks and user-defined validators on the builder. func (uuo *UeUpdateOne) check() error { if _, ok := uuo.mutation.OwnerID(); uuo.mutation.OwnerCleared() && !ok { return errors.New(`ent: clearing a required unique edge "Ue.owner"`) } return nil } func (uuo *UeUpdateOne) sqlSave(ctx context.Context) (_node *Ue, err error) { if err := uuo.check(); err != nil { return _node, err } _spec := sqlgraph.NewUpdateSpec(ue.Table, ue.Columns, sqlgraph.NewFieldSpec(ue.FieldID, field.TypeInt)) id, ok := uuo.mutation.ID() if !ok { return nil, &ValidationError{Name: "id", err: errors.New(`ent: missing "Ue.id" for update`)} } _spec.Node.ID.Value = id if fields := uuo.fields; len(fields) > 0 { _spec.Node.Columns = make([]string, 0, len(fields)) _spec.Node.Columns = append(_spec.Node.Columns, ue.FieldID) for _, f := range fields { if !ue.ValidColumn(f) { return nil, &ValidationError{Name: f, err: fmt.Errorf("ent: invalid field %q for query", f)} } if f != ue.FieldID { _spec.Node.Columns = append(_spec.Node.Columns, f) } } } if ps := uuo.mutation.predicates; len(ps) > 0 { _spec.Predicate = func(selector *sql.Selector) { for i := range ps { ps[i](selector) } } } if value, ok := uuo.mutation.Limit(); ok { _spec.SetField(ue.FieldLimit, field.TypeBool, value) } if uuo.mutation.LimitCleared() { _spec.ClearField(ue.FieldLimit, field.TypeBool) } if value, ok := uuo.mutation.LimitBoss(); ok { _spec.SetField(ue.FieldLimitBoss, field.TypeBool, value) } if uuo.mutation.LimitBossCleared() { _spec.ClearField(ue.FieldLimitBoss, field.TypeBool) } if value, ok := uuo.mutation.LimitItem(); ok { _spec.SetField(ue.FieldLimitItem, field.TypeBool, value) } if uuo.mutation.LimitItemCleared() { _spec.ClearField(ue.FieldLimitItem, field.TypeBool) } if value, ok := uuo.mutation.Lv(); ok { _spec.SetField(ue.FieldLv, field.TypeInt, value) } if value, ok := uuo.mutation.AddedLv(); ok { _spec.AddField(ue.FieldLv, field.TypeInt, value) } if uuo.mutation.LvCleared() { _spec.ClearField(ue.FieldLv, field.TypeInt) } if value, ok := uuo.mutation.LvPoint(); ok { _spec.SetField(ue.FieldLvPoint, field.TypeInt, value) } if value, ok := uuo.mutation.AddedLvPoint(); ok { _spec.AddField(ue.FieldLvPoint, field.TypeInt, value) } if uuo.mutation.LvPointCleared() { _spec.ClearField(ue.FieldLvPoint, field.TypeInt) } if value, ok := uuo.mutation.Model(); ok { _spec.SetField(ue.FieldModel, field.TypeInt, value) } if value, ok := uuo.mutation.AddedModel(); ok { _spec.AddField(ue.FieldModel, field.TypeInt, value) } if uuo.mutation.ModelCleared() { _spec.ClearField(ue.FieldModel, field.TypeInt) } if value, ok := uuo.mutation.Sword(); ok { _spec.SetField(ue.FieldSword, field.TypeInt, value) } if value, ok := uuo.mutation.AddedSword(); ok { _spec.AddField(ue.FieldSword, field.TypeInt, value) } if uuo.mutation.SwordCleared() { _spec.ClearField(ue.FieldSword, field.TypeInt) } if value, ok := uuo.mutation.Card(); ok { _spec.SetField(ue.FieldCard, field.TypeInt, value) } if value, ok := uuo.mutation.AddedCard(); ok { _spec.AddField(ue.FieldCard, field.TypeInt, value) } if uuo.mutation.CardCleared() { _spec.ClearField(ue.FieldCard, field.TypeInt) } if value, ok := uuo.mutation.Mode(); ok { _spec.SetField(ue.FieldMode, field.TypeString, value) } if uuo.mutation.ModeCleared() { _spec.ClearField(ue.FieldMode, field.TypeString) } if value, ok := uuo.mutation.Token(); ok { _spec.SetField(ue.FieldToken, field.TypeString, value) } if uuo.mutation.TokenCleared() { _spec.ClearField(ue.FieldToken, field.TypeString) } if value, ok := uuo.mutation.Cp(); ok { _spec.SetField(ue.FieldCp, field.TypeInt, value) } if value, ok := uuo.mutation.AddedCp(); ok { _spec.AddField(ue.FieldCp, field.TypeInt, value) } if uuo.mutation.CpCleared() { _spec.ClearField(ue.FieldCp, field.TypeInt) } if value, ok := uuo.mutation.Count(); ok { _spec.SetField(ue.FieldCount, field.TypeInt, value) } if value, ok := uuo.mutation.AddedCount(); ok { _spec.AddField(ue.FieldCount, field.TypeInt, value) } if uuo.mutation.CountCleared() { _spec.ClearField(ue.FieldCount, field.TypeInt) } if value, ok := uuo.mutation.LocationX(); ok { _spec.SetField(ue.FieldLocationX, field.TypeInt, value) } if value, ok := uuo.mutation.AddedLocationX(); ok { _spec.AddField(ue.FieldLocationX, field.TypeInt, value) } if uuo.mutation.LocationXCleared() { _spec.ClearField(ue.FieldLocationX, field.TypeInt) } if value, ok := uuo.mutation.LocationY(); ok { _spec.SetField(ue.FieldLocationY, field.TypeInt, value) } if value, ok := uuo.mutation.AddedLocationY(); ok { _spec.AddField(ue.FieldLocationY, field.TypeInt, value) } if uuo.mutation.LocationYCleared() { _spec.ClearField(ue.FieldLocationY, field.TypeInt) } if value, ok := uuo.mutation.LocationZ(); ok { _spec.SetField(ue.FieldLocationZ, field.TypeInt, value) } if value, ok := uuo.mutation.AddedLocationZ(); ok { _spec.AddField(ue.FieldLocationZ, field.TypeInt, value) } if uuo.mutation.LocationZCleared() { _spec.ClearField(ue.FieldLocationZ, field.TypeInt) } if value, ok := uuo.mutation.LocationN(); ok { _spec.SetField(ue.FieldLocationN, field.TypeInt, value) } if value, ok := uuo.mutation.AddedLocationN(); ok { _spec.AddField(ue.FieldLocationN, field.TypeInt, value) } if uuo.mutation.LocationNCleared() { _spec.ClearField(ue.FieldLocationN, field.TypeInt) } if value, ok := uuo.mutation.Author(); ok { _spec.SetField(ue.FieldAuthor, field.TypeString, value) } if uuo.mutation.AuthorCleared() { _spec.ClearField(ue.FieldAuthor, field.TypeString) } if value, ok := uuo.mutation.GameLv(); ok { _spec.SetField(ue.FieldGameLv, field.TypeString, value) } if uuo.mutation.GameLvCleared() { _spec.ClearField(ue.FieldGameLv, field.TypeString) } if value, ok := uuo.mutation.GameExp(); ok { _spec.SetField(ue.FieldGameExp, field.TypeString, value) } if uuo.mutation.GameExpCleared() { _spec.ClearField(ue.FieldGameExp, field.TypeString) } if value, ok := uuo.mutation.GameID(); ok { _spec.SetField(ue.FieldGameID, field.TypeString, value) } if uuo.mutation.GameIDCleared() { _spec.ClearField(ue.FieldGameID, field.TypeString) } if value, ok := uuo.mutation.GameStory(); ok { _spec.SetField(ue.FieldGameStory, field.TypeInt, value) } if value, ok := uuo.mutation.AddedGameStory(); ok { _spec.AddField(ue.FieldGameStory, field.TypeInt, value) } if uuo.mutation.GameStoryCleared() { _spec.ClearField(ue.FieldGameStory, field.TypeInt) } if value, ok := uuo.mutation.GameEp(); ok { _spec.SetField(ue.FieldGameEp, field.TypeString, value) } if uuo.mutation.GameEpCleared() { _spec.ClearField(ue.FieldGameEp, field.TypeString) } if uuo.mutation.CreatedAtCleared() { _spec.ClearField(ue.FieldCreatedAt, field.TypeTime) } if uuo.mutation.OwnerCleared() { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: ue.OwnerTable, Columns: []string{ue.OwnerColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(user.FieldID, field.TypeInt), }, } _spec.Edges.Clear = append(_spec.Edges.Clear, edge) } if nodes := uuo.mutation.OwnerIDs(); len(nodes) > 0 { edge := &sqlgraph.EdgeSpec{ Rel: sqlgraph.M2O, Inverse: true, Table: ue.OwnerTable, Columns: []string{ue.OwnerColumn}, Bidi: false, Target: &sqlgraph.EdgeTarget{ IDSpec: sqlgraph.NewFieldSpec(user.FieldID, field.TypeInt), }, } for _, k := range nodes { edge.Target.Nodes = append(edge.Target.Nodes, k) } _spec.Edges.Add = append(_spec.Edges.Add, edge) } _node = &Ue{config: uuo.config} _spec.Assign = _node.assignValues _spec.ScanValues = _node.scanValues if err = sqlgraph.UpdateNode(ctx, uuo.driver, _spec); err != nil { if _, ok := err.(*sqlgraph.NotFoundError); ok { err = &NotFoundError{ue.Label} } else if sqlgraph.IsConstraintError(err) { err = &ConstraintError{msg: err.Error(), wrap: err} } return nil, err } uuo.mutation.done = true return _node, nil }