MoTaForPSVita/Assets/Scripts/Editor/UnityTools.cs

206 lines
8.5 KiB
C#

//using OfficeOpenXml;
//using System.Collections;
//using System.Collections.Generic;
//using System.IO;
//using UnityEditor;
//using UnityEngine;
//public class UnityTools : MonoBehaviour
//{
// static string _mapInfoPath = Application.dataPath + "/Settings/地图信息.txt";
// static string _propertyInfoPath = Application.dataPath + "/Settings/属性列表.txt";
// static string _propertyListPath = "Assets/Settings/属性列表.xlsx";
// [UnityEditor.MenuItem("我的工具/转换当前地图信息为 Json 文本文件")]
// public static void TransferMapInfoToJsonTxt()
// {
// List<MapResourceInfo> mapInfos = new List<MapResourceInfo>();
// // 获取场景信息
// GameObject levelObj = GameObject.Find("Level");
// int levelNum = 0;
// while (true)
// {
// // 按序号获取 level
// Transform levelChildren = levelObj.transform.Find(levelNum.ToString());
// if (levelChildren != null)
// {
// ResourceController[] resources = levelChildren.GetComponentsInChildren<ResourceController>();
// foreach (var resource in resources)
// {
// MapResourceInfo mapInfo = new MapResourceInfo
// {
// Level = levelNum,
// ID = resource.ID,
// Point = resource.transform.position,
// };
// switch (resource.tag)
// {
// case "Environment":
// mapInfo.Type = EResourceType.Environment;
// break;
// case "Item":
// mapInfo.Type = EResourceType.Item;
// break;
// case "Enemy":
// mapInfo.Type = EResourceType.Enemy;
// break;
// case "Player":
// mapInfo.Type = EResourceType.Actor;
// break;
// case "Actor":
// mapInfo.Type = EResourceType.Actor;
// break;
// default:
// print("这玩意儿是个啥?" + resource.gameObject.name);
// break;
// }
// mapInfos.Add(mapInfo);
// }
// levelNum++;
// }
// else
// {
// break;
// }
// }
// // 转 json
// string mapJson = JsonUtility.ToJson(new Serialization<MapResourceInfo>(mapInfos));
// // 打开 txt
// using (FileStream fs = new FileStream(_mapInfoPath, FileMode.OpenOrCreate))
// {
// // 清空之前内容 不清空会造成 JSON 格式化异常 BUG
// fs.Seek(0, SeekOrigin.Begin);
// fs.SetLength(0);
// // 编码转 utf-8
// byte[] bytes = System.Text.Encoding.UTF8.GetBytes(mapJson);
// fs.Write(bytes, 0, bytes.Length);
// }
// }
// [UnityEditor.MenuItem("我的工具/将属性列表应用于预制体")]
// public static void UsePropertyToPrefab()
// {
// // 判断文件是否存在
// if (!File.Exists(_propertyListPath))
// {
// print("属性列表文件不存在,无法应用于预制体");
// return;
// }
// // 授权
// ExcelPackage.LicenseContext = LicenseContext.NonCommercial;
// // 加载 excel 禁止循环加载浪费内存
// using (ExcelPackage propertyListExcel = new ExcelPackage(new FileInfo(_propertyListPath)))
// {
// // 获取资源信息
// ExcelWorksheet environmentSheet = propertyListExcel.Workbook.Worksheets[0];
// ExcelWorksheet itemSheet = propertyListExcel.Workbook.Worksheets[1];
// ExcelWorksheet actorSheet = propertyListExcel.Workbook.Worksheets[2];
// ExcelWorksheet enemySheet = propertyListExcel.Workbook.Worksheets[3];
// // 应用于预制体
// for (int i = 2; i <= environmentSheet.Dimension.Rows; i++)
// {
// if (null == environmentSheet.Cells[i, 4].Value) continue;
// GameObject tempObj = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Resources/" + environmentSheet.Cells[i, 4].Value.ToString() + ".prefab");
// tempObj.GetComponent<EnvironmentController>().ID = int.Parse(environmentSheet.Cells[i, 1].Value.ToString());
// tempObj.GetComponent<EnvironmentController>().Name = environmentSheet.Cells[i, 2].Value.ToString();
// tempObj.GetComponent<EnvironmentController>().Info = environmentSheet.Cells[i, 3].Value?.ToString();
// EditorUtility.SetDirty(tempObj);
// AssetDatabase.SaveAssets();
// AssetDatabase.Refresh();
// }
// for (int i = 2; i <= itemSheet.Dimension.Rows; i++)
// {
// if (null == itemSheet.Cells[i, 4].Value) continue;
// GameObject tempObj = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Resources/" + itemSheet.Cells[i, 4].Value.ToString() + ".prefab");
// tempObj.GetComponent<ItemController>().ID = int.Parse(itemSheet.Cells[i, 1].Value.ToString());
// tempObj.GetComponent<ItemController>().Name = itemSheet.Cells[i, 2].Value.ToString();
// tempObj.GetComponent<ItemController>().Info = itemSheet.Cells[i, 3].Value?.ToString();
// tempObj.GetComponent<ItemController>().IconPath = itemSheet.Cells[i, 5].Value.ToString();
// tempObj.GetComponent<ItemController>().UseCount = int.Parse(itemSheet.Cells[i, 6].Value.ToString());
// EditorUtility.SetDirty(tempObj);
// AssetDatabase.SaveAssets();
// AssetDatabase.Refresh();
// }
// for (int i = 2; i <= actorSheet.Dimension.Rows; i++)
// {
// if (null == actorSheet.Cells[i, 4].Value) continue;
// GameObject tempObj = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Resources/" + actorSheet.Cells[i, 4].Value.ToString() + ".prefab");
// tempObj.GetComponent<ActorController>().ID = int.Parse(actorSheet.Cells[i, 1].Value.ToString());
// tempObj.GetComponent<ActorController>().Name = actorSheet.Cells[i, 2].Value.ToString();
// tempObj.GetComponent<ActorController>().Info = actorSheet.Cells[i, 3].Value?.ToString();
// tempObj.GetComponent<ActorController>().IconPath = actorSheet.Cells[i, 5].Value.ToString();
// EditorUtility.SetDirty(tempObj);
// AssetDatabase.SaveAssets();
// AssetDatabase.Refresh();
// }
// for (int i = 2; i <= enemySheet.Dimension.Rows; i++)
// {
// if (null == enemySheet.Cells[i, 4].Value) continue;
// GameObject tempObj = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/Resources/" + enemySheet.Cells[i, 4].Value.ToString() + ".prefab");
// tempObj.GetComponent<EnemyController>().ID = int.Parse(enemySheet.Cells[i, 1].Value.ToString());
// tempObj.GetComponent<EnemyController>().Name = enemySheet.Cells[i, 2].Value.ToString();
// tempObj.GetComponent<EnemyController>().Info = enemySheet.Cells[i, 3].Value?.ToString();
// tempObj.GetComponent<EnemyController>().IconPath = enemySheet.Cells[i, 5].Value?.ToString();
// tempObj.GetComponent<EnemyController>().Health = int.Parse(enemySheet.Cells[i, 6].Value.ToString());
// tempObj.GetComponent<EnemyController>().MaxHealth = int.Parse(enemySheet.Cells[i, 6].Value.ToString());
// tempObj.GetComponent<EnemyController>().Attack = int.Parse(enemySheet.Cells[i, 7].Value.ToString());
// tempObj.GetComponent<EnemyController>().Defence = int.Parse(enemySheet.Cells[i, 8].Value.ToString());
// tempObj.GetComponent<EnemyController>().Gold = int.Parse(enemySheet.Cells[i, 9].Value.ToString());
// EditorUtility.SetDirty(tempObj);
// AssetDatabase.SaveAssets();
// AssetDatabase.Refresh();
// }
// }
// }
// [UnityEditor.MenuItem("我的工具/转换属性列表为 Json 文本文件")]
// public static void TransferPropertyInfoToJsonTxt()
// {
// List<ResourceInfo> resourceInfos = new List<ResourceInfo>();
// // 判断文件是否存在
// if (!File.Exists(_propertyListPath))
// {
// print("属性列表文件不存在,无法转换为 Json 文本文件");
// return;
// }
// // 授权
// ExcelPackage.LicenseContext = LicenseContext.NonCommercial;
// // 加载 excel 禁止循环加载浪费内存
// using (ExcelPackage propertyListExcel = new ExcelPackage(new FileInfo(_propertyListPath)))
// {
// // 获取资源信息
// for (int i = 0; i < 4; i++)
// {
// ExcelWorksheet sheet = propertyListExcel.Workbook.Worksheets[i];
// EResourceType type = (EResourceType)i;
// for (int j = 2; j <= sheet.Dimension.Rows; j++)
// {
// resourceInfos.Add(new ResourceInfo
// {
// Type = type,
// ID = int.Parse(sheet.Cells[j, 1].Value.ToString()),
// Name = sheet.Cells[j, 2].Value.ToString(),
// Info = sheet.Cells[j, 3].Value?.ToString(),
// Path = sheet.Cells[j, 4].Value?.ToString(),
// IconPath = sheet.Cells[j, 5].Value?.ToString(),
// });
// }
// }
// }
// // 转 json
// string resourceJson = JsonUtility.ToJson(new Serialization<ResourceInfo>(resourceInfos));
// // 打开 txt
// using (FileStream fs = new FileStream(_propertyInfoPath, FileMode.OpenOrCreate))
// {
// // 清空之前内容 不清空会造成 JSON 格式化异常 BUG
// fs.Seek(0, SeekOrigin.Begin);
// fs.SetLength(0);
// // 编码转 utf-8
// byte[] bytes = System.Text.Encoding.UTF8.GetBytes(resourceJson);
// fs.Write(bytes, 0, bytes.Length);
// }
// }
//}