【Unity】解析Excel數據,自動創建對應的C#類,創建ScriptableObject的Asset文件並賦值

解析流程:

1. 配置Excel

2. 讀取解析Excel

3. 整理解析到的數據

4. 自動創建對應的C#類,繼承ScriptableObject,聲明變量,保存.cs文件

5. 自動創建ScriptableObject的Asset文件,並賦值,保存Asset文件

6. 在遊戲直接使用ScriptableObject類

優點:

1. 每個Excel對應一個類,使用靈活,對Excel限制少

2. 自動創建C#類,不需要對每個Excel手動寫代碼,Excel修改後重新生成類即可

3. 自動創建ScriptableObject的Asset文件,自動對類字段賦值

4. 數據值直接寫到ScriptableObject裏,方便查看,可以手動修改調整,不需要每次改動都在Excel裏操作

5. 在遊戲內直接調用ScriptableObject類,不需要額外操作

具體操作:

1. 配置Excel

2. 讀取Excel

#if UNITY_EDITOR

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using Excel;
using System.Reflection;
using System;

//Excel中間數據
public class ExcelMediumData
{
    //Excel名字
    public string excelName;
    //Dictionary<字段名稱, 字段類型>,記錄類的所有字段及其類型
    public Dictionary<string, string> propertyNameTypeDic;
    //List<一行數據>,List<Dictionary<字段名稱, 一行的每個單元格字段值>>
    //記錄類的所有字段值,按行記錄
    public List<Dictionary<string, string>> allItemValueRowList;
}

public static class ExcelDataReader
{
    //Excel第2行對應字段名稱
    const int excelNameRow = 2;
    //Excel第4行對應字段類型
    const int excelTypeRow = 4;
    //Excel第5行及以後對應字段值
    const int excelDataRow = 5;

    //Excel讀取路徑
    public static string excelFilePath = Application.dataPath + "/Excel";
    //自動生成C#類文件路徑
    static string excelCodePath = Application.dataPath + "/Script/Excel/AutoCreateCSCode";
    //自動生成Asset文件路徑
    static string excelAssetPath = "Assets/Resources/ExcelAsset";

    #region --- Read Excel ---

    //創建Excel對應的C#類
    public static void ReadAllExcelToCode()
    {
        //讀取所有Excel文件
        //指定目錄中與指定的搜索模式和選項匹配的文件的完整名稱(包含路徑)的數組;如果未找到任何文件,則爲空數組。
        string[] excelFileFullPaths = Directory.GetFiles(excelFilePath, "*.xlsx");

        if (excelFileFullPaths == null || excelFileFullPaths.Length == 0)
        {
            Debug.Log("Excel file count == 0");
            return;
        }
        //遍歷所有Excel,創建C#類
        for (int i = 0; i < excelFileFullPaths.Length; i++)
        {
            ReadOneExcelToCode(excelFileFullPaths[i]);
        }
    }

    //創建Excel對應的C#類
    public static void ReadOneExcelToCode(string excelFileFullPath)
    {
        //解析Excel獲取中間數據
        ExcelMediumData excelMediumData = CreateClassCodeByExcelPath(excelFileFullPath);
        if (excelMediumData != null)
        {
            //根據數據生成C#腳本
            string classCodeStr = ExcelCodeCreater.CreateCodeStrByExcelData(excelMediumData);
            if (!string.IsNullOrEmpty(classCodeStr))
            {
                //寫文件,生成CSharp.cs
                if (WriteCodeStrToSave(excelCodePath, excelMediumData.excelName + "ExcelData", classCodeStr))
                {
                    Debug.Log("<color=green>Auto Create Excel Scripts Success : </color>" + excelMediumData.excelName);
                    return;
                }
            }
        }
        //生成失敗
        Debug.LogError("Auto Create Excel Scripts Fail : " + (excelMediumData == null ? "" : excelMediumData.excelName));
    }

    #endregion

    #region --- Create Asset ---
    
    //創建Excel對應的Asset數據文件
    public static void CreateAllExcelAsset()
    {
        //讀取所有Excel文件
        //指定目錄中與指定的搜索模式和選項匹配的文件的完整名稱(包含路徑)的數組;如果未找到任何文件,則爲空數組。
        string[] excelFileFullPaths = Directory.GetFiles(excelFilePath, "*.xlsx");
        if (excelFileFullPaths == null || excelFileFullPaths.Length == 0)
        {
            Debug.Log("Excel file count == 0");
            return;
        }
        //遍歷所有Excel,創建Asset
        for (int i = 0; i < excelFileFullPaths.Length; i++)
        {
            CreateOneExcelAsset(excelFileFullPaths[i]);
        }
    }

    //創建Excel對應的Asset數據文件
    public static void CreateOneExcelAsset(string excelFileFullPath)
    {
        //解析Excel獲取中間數據
        ExcelMediumData excelMediumData = CreateClassCodeByExcelPath(excelFileFullPath);
        if (excelMediumData != null)
        {
            ////獲取當前程序集
            //Assembly assembly = Assembly.GetExecutingAssembly();
            ////創建類的實例,返回爲 object 類型,需要強制類型轉換,assembly.CreateInstance("類的完全限定名(即包括命名空間)");
            //object class0bj = assembly.CreateInstance(excelMediumData.excelName + "Assignment",true);

            //必須遍歷所有程序集來獲得類型。當前在Assembly-CSharp-Editor中,目標類型在Assembly-CSharp中,不同程序將無法獲取類型
            Type type = null;
            foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
            {
                //查找目標類型
                Type tempType = asm.GetType(excelMediumData.excelName + "AssetAssignment");
                if (tempType != null)
                {
                    type = tempType;
                    break;
                }
            }
            if (type != null)
            {
                //反射獲取方法
                MethodInfo methodInfo = type.GetMethod("CreateAsset");
                if (methodInfo != null)
                {
                    methodInfo.Invoke(null, new object[] { excelMediumData.allItemValueRowList, excelAssetPath });
                    //創建Asset文件成功
                    Debug.Log("<color=green>Auto Create Excel Asset Success : </color>" + excelMediumData.excelName);
                    return;
                }
            }
        }
        //創建Asset文件失敗
        Debug.LogError("Auto Create Excel Asset Fail : " + (excelMediumData == null ? "" : excelMediumData.excelName));
    }

    #endregion

    #region --- private ---

    //解析Excel,創建中間數據
    private static ExcelMediumData CreateClassCodeByExcelPath(string excelFileFullPath)
    {
        if (string.IsNullOrEmpty(excelFileFullPath))
            return null;

        excelFileFullPath = excelFileFullPath.Replace("\\", "/");

        //讀取Excel
        FileStream stream = File.Open(excelFileFullPath, FileMode.Open, FileAccess.Read);
        if (stream == null)
            return null;

        //解析Excel
        IExcelDataReader excelReader = ExcelReaderFactory.CreateOpenXmlReader(stream);
        //無效Excel
        if (excelReader == null || !excelReader.IsValid)
        {
            Debug.Log("Invalid excel : " + excelFileFullPath);
            return null;
        }

        //<數據名稱,數據類型>
        KeyValuePair<string, string>[] propertyNameTypes = null;
        //List<KeyValuePair<數據名稱, 單元格數據值>[]>,所有數據值,按行記錄
        List<Dictionary<string, string>> allItemValueRowList = new List<Dictionary<string, string>>();

        //每行數據數量
        int propertyCount = 0;
        //當前遍歷行,從1開始
        int curRowIndex = 1;
        //開始讀取,按行遍歷
        while (excelReader.Read())
        {
            if (excelReader.FieldCount == 0)
                continue;
            //讀取一行的數據
            string[] datas = new string[excelReader.FieldCount];
            for (int j = 0; j < excelReader.FieldCount; ++j)
            {
                //賦值一行的每一個單元格數據
                datas[j] = excelReader.GetString(j);
            }
            //空行/行第一個單元格爲空,視爲無效數據
            if (datas.Length == 0 || string.IsNullOrEmpty(datas[0]))
            {
                curRowIndex++;
                continue;
            }
            //數據行
            if (curRowIndex >= excelDataRow)
            {
                //數據無效
                if (propertyCount <= 0)
                    return null;

                Dictionary<string, string> itemDic = new Dictionary<string, string>(propertyCount);
                //遍歷一行裏的每個單元格數據
                for (int j = 0; j < propertyCount; j++)
                {
                    //判斷長度
                    if (j < datas.Length)
                        itemDic[propertyNameTypes[j].Key] = datas[j];
                    else
                        itemDic[propertyNameTypes[j].Key] = null;
                }
                allItemValueRowList.Add(itemDic);
            }
            //數據名稱行
            else if (curRowIndex == excelNameRow)
            {
                //以數據名稱確定每行的數據數量
                propertyCount = datas.Length;
                if (propertyCount <= 0)
                    return null;
                //記錄數據名稱
                propertyNameTypes = new KeyValuePair<string, string>[propertyCount];
                for (int i = 0; i < propertyCount; i++)
                {
                    propertyNameTypes[i] = new KeyValuePair<string, string>(datas[i], null);
                }
            }
            //數據類型行
            else if (curRowIndex == excelTypeRow)
            {
                //數據類型數量少於指定數量,數據無效
                if (propertyCount <= 0 || datas.Length < propertyCount)
                    return null;
                //記錄數據名稱及類型
                for (int i = 0; i < propertyCount; i++)
                {
                    propertyNameTypes[i] = new KeyValuePair<string, string>(propertyNameTypes[i].Key, datas[i]);
                }
            }
            curRowIndex++;
        }

        if (propertyNameTypes.Length == 0 || allItemValueRowList.Count == 0)
            return null;

        ExcelMediumData excelMediumData = new ExcelMediumData();
        //類名
        excelMediumData.excelName = excelReader.Name;
        //Dictionary<數據名稱,數據類型>
        excelMediumData.propertyNameTypeDic = new Dictionary<string, string>();
        //轉換存儲格式
        for (int i = 0; i < propertyCount; i++)
        {
            //數據名重複,數據無效
            if (excelMediumData.propertyNameTypeDic.ContainsKey(propertyNameTypes[i].Key))
                return null;
            excelMediumData.propertyNameTypeDic.Add(propertyNameTypes[i].Key, propertyNameTypes[i].Value);
        }
        excelMediumData.allItemValueRowList = allItemValueRowList;
        return excelMediumData;
    }

    //寫文件
    private static bool WriteCodeStrToSave(string writeFilePath, string codeFileName, string classCodeStr)
    {
        if (string.IsNullOrEmpty(codeFileName) || string.IsNullOrEmpty(classCodeStr))
            return false;
        //檢查導出路徑
        if (!Directory.Exists(writeFilePath))
            Directory.CreateDirectory(writeFilePath);
        //寫文件,生成CS類文件
        StreamWriter sw = new StreamWriter(writeFilePath + "/" + codeFileName + ".cs");
        sw.WriteLine(classCodeStr);
        sw.Close();
        //
        UnityEditor.AssetDatabase.Refresh();
        return true;
    }

    #endregion

}
#endif

3.  自動生成C#類和Asset文件

#if UNITY_EDITOR

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Text;

public class ExcelCodeCreater
{

    #region --- Create Code ---

    //創建代碼,生成數據C#類
    public static string CreateCodeStrByExcelData(ExcelMediumData excelMediumData)
    {
        if (excelMediumData == null)
            return null;
        //Excel名字
        string excelName = excelMediumData.excelName;
        if (string.IsNullOrEmpty(excelName))
            return null;
        //Dictionary<字段名稱, 字段類型>
        Dictionary<string, string> propertyNameTypeDic = excelMediumData.propertyNameTypeDic;
        if (propertyNameTypeDic == null || propertyNameTypeDic.Count == 0)
            return null;
        //List<一行數據>,List<Dictionary<字段名稱, 一行的每個單元格字段值>>
        List<Dictionary<string, string>> allItemValueRowList = excelMediumData.allItemValueRowList;
        if (allItemValueRowList == null || allItemValueRowList.Count == 0)
            return null;
        //行數據類名
        string itemClassName = excelName + "ExcelItem";
        //整體數據類名
        string dataClassName = excelName + "ExcelData";

        //生成類
        StringBuilder classSource = new StringBuilder();
        classSource.Append("/*Auto Create, Don't Edit !!!*/\n");
        classSource.Append("\n");
        //添加引用
        classSource.Append("using UnityEngine;\n");
        classSource.Append("using System.Collections.Generic;\n");
        classSource.Append("using System;\n");
        classSource.Append("using System.IO;\n");
        classSource.Append("\n");
        //生成行數據類,記錄每行數據
        classSource.Append(CreateExcelRowItemClass(itemClassName, propertyNameTypeDic));
        classSource.Append("\n");
        //生成整體數據類,記錄整個Excel的所有行數據
        classSource.Append(CreateExcelDataClass(dataClassName, itemClassName));
        classSource.Append("\n");
        //生成Asset操作類,用於自動創建Excel對應的Asset文件並賦值
        classSource.Append(CreateExcelAssetClass(excelMediumData));
        classSource.Append("\n");
        return classSource.ToString();
    }

    //----------

    //生成行數據類
    private static StringBuilder CreateExcelRowItemClass(string itemClassName, Dictionary<string, string> propertyNameTypeDic)
    {
        //生成Excel行數據類
        StringBuilder classSource = new StringBuilder();
        classSource.Append("[Serializable]\n");
        classSource.Append("public class " + itemClassName + "\n");
        classSource.Append("{\n");
        //聲明所有字段
        foreach (var item in propertyNameTypeDic)
        {
            classSource.Append(CreateCodeProperty(item.Key, item.Value));
        }
        classSource.Append("}\n");
        return classSource;
    }

    //聲明行數據類字段
    private static string CreateCodeProperty(string name, string type)
    {
        if (string.IsNullOrEmpty(name))
            return null;
        //判斷字段類型
        if (type == "int" || type == "Int" || type == "INT")
            type = "int";
        else if (type == "float" || type == "Float" || type == "FLOAT")
            type = "float";
        else if (type == "bool" || type == "Bool" || type == "BOOL")
            type = "bool";
        else
            type = "string";
        //聲明
        string propertyStr = "\tpublic " + type + " " + name + ";\n";
        return propertyStr;
    }

    //----------

    //生成數據類
    private static StringBuilder CreateExcelDataClass(string dataClassName, string itemClassName)
    {
        StringBuilder classSource = new StringBuilder();
        classSource.Append("[CreateAssetMenu(fileName = \"" + dataClassName + "\", menuName = \"Excel To ScriptableObject/Create " + dataClassName + "\", order = 1)]\n");
        classSource.Append("public class " + dataClassName + " : ExcelDataBase\n");
        classSource.Append("{\n");
        //聲明字段,行數據類數組
        classSource.Append("\tpublic " + itemClassName + "[] items;\n");
        classSource.Append("}\n");
        return classSource;
    }

    //----------

    //生成Asset操作類
    private static StringBuilder CreateExcelAssetClass(ExcelMediumData excelMediumData)
    {
        if (excelMediumData == null)
            return null;

        string excelName = excelMediumData.excelName;
        if (string.IsNullOrEmpty(excelName))
            return null;

        Dictionary<string, string> propertyNameTypeDic = excelMediumData.propertyNameTypeDic;
        if (propertyNameTypeDic == null || propertyNameTypeDic.Count == 0)
            return null;

        List<Dictionary<string, string>> allItemValueRowList = excelMediumData.allItemValueRowList;
        if (allItemValueRowList == null || allItemValueRowList.Count == 0)
            return null;

        string itemClassName = excelName + "ExcelItem";
        string dataClassName = excelName + "ExcelData";

        StringBuilder classSource = new StringBuilder();
        classSource.Append("#if UNITY_EDITOR\n");
        //類名
        classSource.Append("public class " + excelName + "AssetAssignment\n");
        classSource.Append("{\n");
        //方法名
        classSource.Append("\tpublic static bool CreateAsset(List<Dictionary<string, string>> allItemValueRowList, string excelAssetPath)\n");
        //方法體,若有需要可加入try/catch
        classSource.Append("\t{\n");
        classSource.Append("\t\tif (allItemValueRowList == null || allItemValueRowList.Count == 0)\n");
        classSource.Append("\t\t\treturn false;\n");
        classSource.Append("\t\tint rowCount = allItemValueRowList.Count;\n");
        classSource.Append("\t\t" + itemClassName + "[] items = new " + itemClassName + "[rowCount];\n");
        classSource.Append("\t\tfor (int i = 0; i < items.Length; i++)\n");
        classSource.Append("\t\t{\n");
        classSource.Append("\t\t\titems[i] = new " + itemClassName + "();\n");
        foreach (var item in propertyNameTypeDic)
        {
            classSource.Append("\t\t\titems[i]." + item.Key + " = ");

            classSource.Append(AssignmentCodeProperty("allItemValueRowList[i][\"" + item.Key + "\"]", propertyNameTypeDic[item.Key]));
            classSource.Append(";\n");
        }
        classSource.Append("\t\t}\n");
        classSource.Append("\t\t" + dataClassName + " excelDataAsset = ScriptableObject.CreateInstance<" + dataClassName + ">();\n");
        classSource.Append("\t\texcelDataAsset.items = items;\n");
        classSource.Append("\t\tif (!Directory.Exists(excelAssetPath))\n");
        classSource.Append("\t\t\tDirectory.CreateDirectory(excelAssetPath);\n");
        classSource.Append("\t\tstring pullPath = excelAssetPath + \"/\" + typeof(" + dataClassName + ").Name + \".asset\";\n");
        classSource.Append("\t\tUnityEditor.AssetDatabase.DeleteAsset(pullPath);\n");
        classSource.Append("\t\tUnityEditor.AssetDatabase.CreateAsset(excelDataAsset, pullPath);\n");
        classSource.Append("\t\tUnityEditor.AssetDatabase.Refresh();\n");
        classSource.Append("\t\treturn true;\n");
        classSource.Append("\t}\n");
        //
        classSource.Append("}\n");
        classSource.Append("#endif\n");
        return classSource;
    }

    //聲明Asset操作類字段
    private static string AssignmentCodeProperty(string stringValue, string type)
    {
        //判斷類型
        if (type == "int" || type == "Int" || type == "INT")
        {
            return "Convert.ToInt32(" + stringValue + ")";
        }
        else if (type == "float" || type == "Float" || type == "FLOAT")
        {
            return "Convert.ToSingle(" + stringValue + ")";
        }
        else if (type == "bool" || type == "Bool" || type == "BOOL")
        {
            return "Convert.ToBoolean(" + stringValue + ")";
        }
        else
            return stringValue;
    }

    #endregion

}
#endif

4.  編寫操作面板窗口

#if UNITY_EDITOR

using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
using System.Linq;

public class BuildExcelEditor : Editor
{

}

public class BuildExcelWindow : EditorWindow
{
    //[MenuItem("MyTools/Excel/Build Script")]
    //public static void CreateExcelCode()
    //{
    //    ExcelDataReader.ReadAllExcelToCode();
    //}

    //[MenuItem("MyTools/Excel/Build Asset")]
    //public static void CreateExcelAssset()
    //{
    //    ExcelDataReader.CreateAllExcelAsset();
    //}

    [MenuItem("MyTools/Excel/Build Window")]
    public static void ShowExcelWindow()
    {
        //顯示操作窗口方式一
        //BuildExcelWindow buildExcelWindow = GetWindow<BuildExcelWindow>();
        //buildExcelWindow.Show();
        //顯示操作窗口方式二
        EditorWindow.GetWindow(typeof(BuildExcelWindow));
    }

    private string showNotify;
    private Vector2 scrollPosition = Vector2.zero;

    private List<string> fileNameList = new List<string>();
    private List<string> filePathList = new List<string>();

    private void Awake()
    {
        titleContent.text = "Excel數據讀取";
    }

    private void OnEnable()
    {
        showNotify = "";
        GetExcelFile();
    }

    private void OnDisable()
    {
        showNotify = "";

        fileNameList.Clear();
        filePathList.Clear();
    }

    private void OnGUI()
    {
        scrollPosition = GUILayout.BeginScrollView(scrollPosition,
            GUILayout.Width(position.width), GUILayout.Height(position.height));
        //自動創建C#腳本
        GUILayout.Space(10);
        GUILayout.Label("Excel To Script");
        for (int i = 0; i < fileNameList.Count; i++)
        {
            if (GUILayout.Button(fileNameList[i], GUILayout.Width(200), GUILayout.Height(30)))
            {
                SelectExcelToCodeByIndex(i);
            }
        }
        if (GUILayout.Button("All Excel", GUILayout.Width(200), GUILayout.Height(30)))
        {
            SelectExcelToCodeByIndex(-1);
        }
        //自動創建Asset文件
        GUILayout.Space(20);
        GUILayout.Label("Script To Asset");
        for (int i = 0; i < fileNameList.Count; i++)
        {
            if (GUILayout.Button(fileNameList[i], GUILayout.Width(200), GUILayout.Height(30)))
            {
                SelectCodeToAssetByIndex(i);
            }
        }
        if (GUILayout.Button("All Excel", GUILayout.Width(200), GUILayout.Height(30)))
        {
            SelectCodeToAssetByIndex(-1);
        }
        //
        GUILayout.Space(20);
        GUILayout.Label(showNotify);
        //
        GUILayout.EndScrollView();
        //this.Repaint();
    }

    //讀取指定路徑下的Excel文件名
    private void GetExcelFile()
    {
        fileNameList.Clear();
        filePathList.Clear();

        string[] excelFileFullPaths = Directory.GetFiles(ExcelDataReader.excelFilePath, "*.xlsx");

        if (excelFileFullPaths == null || excelFileFullPaths.Length == 0)
        {
            showNotify = ExcelDataReader.excelFilePath + "路徑下沒有找到Excel文件";
            return;
        }

        filePathList.AddRange(excelFileFullPaths);
        for (int i = 0; i < filePathList.Count; i++)
        {
            string fileName = filePathList[i].Split('/').LastOrDefault();
            fileName = filePathList[i].Split('\\').LastOrDefault();
            fileNameList.Add(fileName);
        }
        showNotify = "找到Excel文件:" + fileNameList.Count + "個";
    }

    //自動創建C#腳本
    private void SelectExcelToCodeByIndex(int index)
    {
        if (index >= 0 && index < filePathList.Count)
        {
            string fullPath = filePathList[index];
            ExcelDataReader.ReadOneExcelToCode(fullPath);
        }
        else
        {
            ExcelDataReader.ReadAllExcelToCode();
        }
    }

    //自動創建Asset文件
    private void SelectCodeToAssetByIndex(int index)
    {
        if (index >= 0 && index < filePathList.Count)
        {
            string fullPath = filePathList[index];
            ExcelDataReader.CreateOneExcelAsset(fullPath);
        }
        else
        {
            ExcelDataReader.CreateAllExcelAsset();
        }
    }
}

#endif

5.  操作成功,遊戲內使用數據

表格數據類基類

public class ExcelDataBase : ScriptableObject
{

}

自動創建的C#類:

/*Auto Create, Don't Edit !!!*/

using UnityEngine;
using System.Collections.Generic;
using System;
using System.IO;

[Serializable]
public class RoleParameExcelItem
{
	public string id;
	public int attack;
	public int health;
	public float speed;
	public bool isFly;
}

[CreateAssetMenu(fileName = "RoleParameExcelData", menuName = "Excel To ScriptableObject/Create RoleParameExcelData", order = 1)]
public class RoleParameExcelData : ExcelDataBase
{
	public RoleParameExcelItem[] items;
}

#if UNITY_EDITOR
public class RoleParameAssetAssignment
{
	public static bool CreateAsset(List<Dictionary<string, string>> allItemValueRowList, string excelAssetPath)
	{
		if (allItemValueRowList == null || allItemValueRowList.Count == 0)
			return false;
		int rowCount = allItemValueRowList.Count;
		RoleParameExcelItem[] items = new RoleParameExcelItem[rowCount];
		for (int i = 0; i < items.Length; i++)
		{
			items[i] = new RoleParameExcelItem();
			items[i].id = allItemValueRowList[i]["id"];
			items[i].attack = Convert.ToInt32(allItemValueRowList[i]["attack"]);
			items[i].health = Convert.ToInt32(allItemValueRowList[i]["health"]);
			items[i].speed = Convert.ToSingle(allItemValueRowList[i]["speed"]);
			items[i].isFly = Convert.ToBoolean(allItemValueRowList[i]["isFly"]);
		}
		RoleParameExcelData excelDataAsset = ScriptableObject.CreateInstance<RoleParameExcelData>();
		excelDataAsset.items = items;
		if (!Directory.Exists(excelAssetPath))
			Directory.CreateDirectory(excelAssetPath);
		string pullPath = excelAssetPath + "/" + typeof(RoleParameExcelData).Name + ".asset";
		UnityEditor.AssetDatabase.DeleteAsset(pullPath);
		UnityEditor.AssetDatabase.CreateAsset(excelDataAsset, pullPath);
		UnityEditor.AssetDatabase.Refresh();
		return true;
	}
}
#endif

自動創建的ScriptableObject對應Asset文件 

測試遊戲內使用

public class ExcelTest : MonoBehaviour
{
    void Start()
    {
        RoleParameExcelData roleParameExcelData = Resources.Load<RoleParameExcelData>("ExcelAsset/RoleParameExcelData");
        if(roleParameExcelData != null)
        {
            for (int i = 0; i < roleParameExcelData.items.Length; i++)
            {
                Debug.Log(roleParameExcelData.items[i].id);
            }
        }
    }
}

 

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