unity 读取excel表 生成asset资源文件
这是第一篇在这里发表的文章。希望能够对需要的人有所帮助,我也是在自己项目中用的。说归说直接上代码:
*导入excel,解析xml,生成c#数据表,生成asset数据文件
*原理 在导入xml文件的时候通过XmlReader读取xml文件
*把需要的内容按照读取的顺序保存,然后在生成key,最后生成key,value格式,然后自己手动定义要保存的内容数据格式最后通过自定义的数据格式生成数据文件
复制代码
上面代码主要是读取和解析excel
GActorDataList 是自己定义的数据格式,根据自己需求自己定义
复制代码
这就是全部的代码和思路,如果哪里写的不好欢迎吐槽!如果看着凑合或者有更好的解决方案的更是欢迎吐槽!
*导入excel,解析xml,生成c#数据表,生成asset数据文件
*原理 在导入xml文件的时候通过XmlReader读取xml文件
*把需要的内容按照读取的顺序保存,然后在生成key,最后生成key,value格式,然后自己手动定义要保存的内容数据格式最后通过自定义的数据格式生成数据文件
复制代码
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using
UnityEngine;
using
System.Collections;
using
UnityEditor;
using
System.Xml;
using
System;
using
System.Collections.Generic;
public
class
ExcekControl : AssetPostprocessor {
static
string
FILE_PATH =
"Assets\\Data\\"
;
/** 在导入所有资源之后 */
static
void
OnPostprocessAllAssets(
string
[] importedAssets,
string
[] deletedAssets,
string
[] movedAssets,
string
[] movedFromAssetPaths){
string
excelPath =
""
;
for
(
int
i = 0; i < importedAssets.Length; i++) {
/** 拦截Assets/Excel目录下面所有.xml文件进行解析 */
excelPath = importedAssets[i];
if
(excelPath.Contains(
".xml"
))
{
ReadXml(excelPath);
Debug.Log(
"Excel import asset path : "
+ excelPath);
}
}
}
static
void
ReadXml(
string
xmlPath)
{
/** 读取xml 文件 */
XmlReader xReader =
null
;
try
{
xReader = XmlReader.Create(xmlPath);
}
catch
(Exception e){
Debug.LogError(
"Read Excel Error! Path = "
+ xmlPath);
}
if
(xReader ==
null
) {
return
;
}
/** 保存所有数据到表中 */
List<xmlSheetList> xmlDataList =
new
List<xmlSheetList> ();
xmlSheetList xsl =
null
;
/** 记录每个节点的开始 */
bool
sheetBegin =
false
;
bool
rowBegin =
false
;
bool
cellBegin =
false
;
bool
dataBegin =
false
;
/** 行数 */
int
rowNum = 0;
/** 列数 */
int
cellNum = 0;
/** 计数器 */
int
num = 0;
while
(xReader.Read ()) {
string
name = xReader.Name;
if
(name ==
"Worksheet"
)
{
/** 开始 */
if
(xReader.NodeType == XmlNodeType.Element)
{
sheetBegin =
true
;
/** xmlSheet */
xsl =
new
xmlSheetList();
xsl.Clear();
}
/** 结束 */
else
if
(xReader.NodeType == XmlNodeType.EndElement){
sheetBegin =
false
;
xmlDataList.Add(xsl);
}
}
else
if
(name ==
"Row"
)
{
/** 开始 */
if
(xReader.NodeType == XmlNodeType.Element)
{
rowBegin =
true
;
rowNum++;
}
/** 结束 */
else
if
(xReader.NodeType == XmlNodeType.EndElement){
rowBegin =
false
;
}
}
else
if
(name ==
"Cell"
){
/** 开始 */
if
(xReader.NodeType == XmlNodeType.Element)
{
cellBegin =
true
;
if
(rowNum == 1)
{
cellNum++;
}
if
(!
string
.IsNullOrEmpty(xReader.GetAttribute(
"ss:Index"
)))
{
Debug.LogError(
string
.Format(
"xml read error! may be empty! : {0} Row = {1} Cell = {2}."
, xmlPath, (
int
)(num / cellNum), ((num % cellNum)+1)));
return
;
}
}
/** 结束 */
else
if
(xReader.NodeType == XmlNodeType.EndElement){
cellBegin =
false
;
}
}
else
if
(name ==
"Data"
){
/** 开始 */
if
(xReader.NodeType == XmlNodeType.Element)
{
dataBegin =
true
;
}
/** 结束 */
else
if
(xReader.NodeType == XmlNodeType.EndElement){
dataBegin =
false
;
}
}
else
{
/** 过滤数据 */
if
(sheetBegin && rowBegin && cellBegin && dataBegin)
{
num++;
if
(xsl !=
null
)
{
xsl.Add(xReader.Value);
}
}
}
}
int
an = xmlDataList.Count;
int
bn = 0;
List<
string
> keys =
new
List<
string
> ();
for
(
int
i = 0; i < xmlDataList.Count; i++) {
bn = xmlDataList[i].sheetList.Count;
for
(
int
k = 0; k < bn; k++)
{
if
(k < cellNum * 2)
{
if
(k >= cellNum)
{
if
(i == 0)
{
keys.Add(xmlDataList[i].sheetList[0]);
}
}
xmlDataList[i].sheetList.RemoveAt(0);
}
else
{
break
;
}
}
}
List<Row> rowList =
new
List<Row> ();
for
(
int
k = 0; k < xmlDataList.Count; k++)
{
for
(
int
i = 0; i < xmlDataList[k].sheetList.Count / cellNum; i++)
{
Row row =
new
Row();
row._key = keys;
row._cells.Add(xmlDataList[k].sheetList[i * 3]);
row._cells.Add(xmlDataList[k].sheetList[i * 3 + 1]);
row._cells.Add(xmlDataList[k].sheetList[i * 3 + 2]);
rowList.Add(row);
}
}
/** 创建资源 */
CreatXmlListAsset (rowList, xmlPath);
}
/** 生成数据文件 */
static
void
CreatXmlListAsset(List<Row> rl,
string
xmlPath)
{
if
(xmlPath.Contains (
"ActorData.xml"
)) {
GActorDataList actorDataList =
null
;
UnityEngine.Object oldFile = AssetDatabase.LoadAssetAtPath (xmlPath,
typeof
(GActorDataList));
bool
newFile =
false
;
if
(oldFile) {
actorDataList = oldFile
as
GActorDataList;
}
else
{
actorDataList =
new
GActorDataList();
newFile =
true
;
}
actorDataList.ActorDataList.Clear ();
for
(
int
i = 0; i < rl.Count; i++) {
ActorData newData =
new
ActorData();
Row data = rl[i];
newData.id = data[
"id"
];
newData.type = GetInt(data[
"type"
]);
newData.nameIds = data[
"nameIds"
];
actorDataList.ActorDataList.Add(newData);
}
if
(newFile) {
AssetDatabase.CreateAsset(actorDataList, FILE_PATH +
"ActorDataList.asset"
);
}
else
{
EditorUtility.SetDirty(actorDataList);
}
}
else
if
(xmlPath.Contains (
"ActorDataA.xml"
)) {
GActorDataList actorDataList =
null
;
UnityEngine.Object oldFile = AssetDatabase.LoadAssetAtPath (xmlPath,
typeof
(GActorDataList));
bool
newFile =
false
;
if
(oldFile) {
actorDataList = oldFile
as
GActorDataList;
}
else
{
actorDataList =
new
GActorDataList();
newFile =
true
;
}
actorDataList.ActorDataList.Clear ();
for
(
int
i = 0; i < rl.Count; i++) {
ActorData newData =
new
ActorData();
Row data = rl[i];
newData.id = data[
"id"
];
newData.type = GetInt(data[
"type"
]);
newData.nameIds = data[
"nameIds"
];
actorDataList.ActorDataList.Add(newData);
}
if
(newFile) {
AssetDatabase.CreateAsset(actorDataList, FILE_PATH +
"ActorDataListA.asset"
);
}
else
{
EditorUtility.SetDirty(actorDataList);
}
}
else
if
(xmlPath.Contains (
"ActorDataB.xml"
)) {
GActorDataList actorDataList =
null
;
UnityEngine.Object oldFile = AssetDatabase.LoadAssetAtPath (xmlPath,
typeof
(GActorDataList));
bool
newFile =
false
;
if
(oldFile) {
actorDataList = oldFile
as
GActorDataList;
}
else
{
actorDataList =
new
GActorDataList();
newFile =
true
;
}
actorDataList.ActorDataList.Clear ();
for
(
int
i = 0; i < rl.Count; i++) {
ActorData newData =
new
ActorData();
Row data = rl[i];
newData.id = data[
"id"
];
newData.type = GetInt(data[
"type"
]);
newData.nameIds = data[
"nameIds"
];
actorDataList.ActorDataList.Add(newData);
}
if
(newFile) {
AssetDatabase.CreateAsset(actorDataList, FILE_PATH +
"ActorDataListB.asset"
);
}
else
{
EditorUtility.SetDirty(actorDataList);
}
}
}
static
int
GetInt (
string
data)
{
float
val = 0;
try
{
val =
float
.Parse (data);
}
catch
(Exception e) {
Debug.LogError (e.Message +
" data["
+ data +
"]"
);
}
return
Mathf.RoundToInt (val);
}
static
float
GetFloat (
string
data)
{
float
val = 0;
try
{
val =
float
.Parse (data);
}
catch
(Exception e) {
Debug.LogError (e.Message +
" data["
+ data +
"]"
);
}
return
val;
}
static
bool
GetBool (
string
data)
{
int
val = 0;
try
{
val =
int
.Parse (data);
}
catch
(Exception e) {
Debug.LogError (e.Message +
" data["
+ data +
"]"
);
}
return
val == 0 ?
false
:
true
;
}
}
/** xmlsheel所有字符串数据 */
public
class
xmlSheetList{
public
List<
string
> sheetList =
new
List<
string
> ();
public
void
Add(
string
str)
{
sheetList.Add (str);
}
public
void
Clear(){
sheetList.Clear();
}
}
/** xml (key, Value) Cell */
public
class
Row
{
public
List<
string
> _cells=
new
List<
string
>();
public
List<
string
> _key =
new
List<
string
>();
public
string
this
[
string
key]
{
get
{
string
val =
""
;
int
pos = _key.IndexOf(key);
if
(pos < 0 || pos >= _cells.Count)
{
Debug.LogError(
"can't find the value of the key:["
+key+
"]"
);
}
else
{
val = _cells[pos];
}
return
val;
}
}
}
|
GActorDataList 是自己定义的数据格式,根据自己需求自己定义
复制代码
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|
using
UnityEngine;
using
System.Collections;
using
System.Collections.Generic;
[System.Serializable]
public
class
ActorData{
public
string
id;
public
int
type;
public
string
nameIds;
}
public
class
GActorDataList : ScriptableObject {
public
List<ActorData> ActorDataList =
new
List<ActorData> ();
}
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转载:http://game.ceeger.com/forum/read.php?tid=20617