1. 程式人生 > >Unity3D資源管理——Excel檔案轉化成ScriptableObject

Unity3D資源管理——Excel檔案轉化成ScriptableObject

1.開發環境

Unity2017.2f

2.主要思路

3.主要程式碼

(1)資料檔案

using System;
using UnityEngine;
using System.Collections.Generic;
using ResourceSystem;

public class ResourcesInfo:ScriptableObject,IDataCollectionTemplete
{
    public List<ResourcesData>  Data = new List<ResourcesData>();
    /// <summary>
    /// 獲得內容Type
    /// </summary>
    public Type GetContenType()
    {
        return typeof(ResourcesData);
    }
    /// <summary>
    /// 轉換成當前內容型別的列表
    /// </summary>
    public void ConvertToContentList(List<IDataTemplete> contents)
    {
       for(int i = 0; i < contents.Count; i++)
       {
           Data.Add((ResourcesData)contents[i]);
       }
    }
}


[Serializable]
public class ResourcesData:IDataTemplete
{
    /// <summary>
    /// 索引號
    /// </summary>
    public string ID ;
    /// <summary>
    /// 名稱
    /// </summary>
    public string Name ;
    /// <summary>
    /// 路徑
    /// </summary>
    public string Path ;
    /// <summary>
    /// 版本
    /// </summary>
    public string version ;
    /// <summary>
    /// 依賴
    /// </summary>
    public List<string> Dependencys ;
    /// <summary>
    /// 被依賴的數量
    /// </summary>
    public int DependeciedNum ;
    /// <summary>
    /// 構造方法
    /// </summary>
    public ResourcesData()
    {
        ID= default(string);
        Name= default(string);
        Path= default(string);
        version= default(string);
        Dependencys= new List<string>();
        DependeciedNum= default(int);
    }
    /// <summary>
    /// 反序列化
    /// </summary>
    public void DeSerialize(object[] content)
    {
        ID = content[0].ToString();
        Name = content[1].ToString();
        Path = content[2].ToString();
        version = content[3].ToString();
        Dependencys = ConvertUtils.GetStringListByString(content[4].ToString());
        DependeciedNum = Int32.Parse(content[5].ToString());
    }
}

(2)核心程式碼

    private static void GenerateExcelToScriptableObject(string typeName,string path, string targetPath)
    { 
        ScriptableObject instance = ScriptableObject.CreateInstance(typeName);
        if (instance == null)
        {
            return;
        }
        //讀取Excel檔案
        List<IDataTemplete> content = ResourceSystemFacade.Inst.ReadExcel(((IDataCollectionTemplete)instance).GetContenType(), path);
        ((IDataCollectionTemplete)instance).ConvertToContentList(content);

        string[] paths = targetPath.Split('/');
        string finalPath = "";
        bool isStart = false;
        for(int i = 0; i < paths.Length; i++)
        {
            if (paths[i] == "Assets")
            {
                isStart = true;
            }
            if (isStart)
            {
                finalPath += paths[i] + "/";
            }
        }
        DirectoryInfo dir = new DirectoryInfo(finalPath);
        if (!dir.Exists)
        {
            Directory.CreateDirectory(targetPath);
        }
        string initAssetPath = finalPath + typeName + ".asset";
        AssetDatabase.DeleteAsset(initAssetPath);
        AssetDatabase.CreateAsset(instance, initAssetPath);

    }