Unity3D资源管理——Excel表自动生成代码文件(优化版)
可以使用代码模板来进行代码的替换,摒弃之前的使用硬写的方式进行编码,提高可读性
1.旧版本代码
private static string GenerateCode(string fileName)
{
StringBuilder code = new StringBuilder();
code.Append("using System;\nusing UnityEngine;\nusing System.Collections.Generic;\nusing ResourceSystem;\n\n");
code.Append("public class ");
code.Append(fileName);
code.Append("Info:ScriptableObject,IDataCollectionTemplete\n{");
code.Append("\n public List<");
code.Append(fileName);
code.Append("Data> Data = new List<");
code.Append(fileName);
code.Append("Data>();");
code.Append("\n /// <summary>\n ");
code.Append(" /// 获得内容Type");
code.Append("\n /// </summary>\n public Type GetContenType()\n {");
code.Append("\n return typeof(");
code.Append(fileName);
code.Append("Data);");
code.Append("\n }");
code.Append("\n /// <summary>\n ");
code.Append(" /// 转换成当前内容类型的列表");
code.Append("\n /// </summary>\n public void ConvertToContentList(List<IDataTemplete> contents)\n {");
code.Append("\n for(int i = 0; i < contents.Count; i++)\n {");
code.Append("\n Data.Add((");
code.Append(fileName);
code.Append("Data)contents[i]);");
code.Append("\n }");
code.Append("\n }");
code.Append("\n}\n\n");
code.Append("\n[Serializable]\n");
code.Append("public class ");
code.Append(fileName);
code.Append("Data:IDataTemplete\n{");
for(int i = 0; i < argsNames.Count; i++)
{
code.Append("\n /// <summary>\n ");
code.Append(" /// ");
code.Append(argsChineseName[i]);
code.Append("\n /// </summary>");
code.Append("\n public ");
code.Append(argsType[i]);
code.Append(" ");
code.Append(argsNames[i]);
code.Append("= default(");
code.Append(argsType[i]);
code.Append(");");
}
code.Append("\n /// <summary>\n ");
code.Append(" /// 反序列化");
code.Append("\n /// </summary>\n public void DeSerialize(object[] content)\n {");
for (int i = 0; i < argsNames.Count; i++)
{
code.Append("\n ");
code.Append(argsNames[i]);
if (argsType[i] == "int")
{
code.Append(" = Int32.Parse(content[");
code.Append(i);
code.Append("].ToString());");
}
else
{
code.Append(" = content[");
code.Append(i);
code.Append("].ToString();");
}
}
code.Append("\n }");
code.Append("\n}");
return code.ToString();
}
1.新版本代码核心逻辑
提供代码模板,后面替换预先准备好的关键字即可:
using System;
using UnityEngine;
using System.Collections.Generic;
using CommonFactory;
public class $FileName$Info : ScriptableObject, IDataCollectionTemplete
{
public List<$FileName$Data> Data = new List<$FileName$Data>();
public $FileName$Data GetDataByID(int id)
{
for (int i = 0; i < Data.Count; i++)
{
if (Data[i].ID==id)
{
return Data[i];
}
}
return null;
}
public void ConvertToContentList(List<IDataTemplete> contents)
{
$ConvertToContentList$
}
/// <summary>
/// 获得内容Type
/// </summary>
/// <returns></returns>
public Type GetContenType()
{
return typeof($FileName$Data);
}
}
public class $FileName$Data:IDataTemplete
{
/// <summary>ID</summary>
public int ID { get; set; }
/// <summary>是否为空</summary>
public bool IsEmpty { get; set; }
public $FileName$Data()
{
}
public void DeSerialize(object[] content)
{
}
}
核心代码:
StringBuilder code = new StringBuilder();
code .Append( File.ReadAllText(Application.dataPath+"/Resources/Editor/CodeTemplete/DataTemplete.txt"));
code.Replace("$FileName$", fileName);