static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
    {
        foreach (string asset in importedAssets)
        {
            if (!filePath.Equals(asset))
            {
                continue;
            }

            Directory.CreateDirectory("Assets/ReadExcel/Config/Resources/DataConfig/ ");
            OccupationFeature data = (OccupationFeature)AssetDatabase.LoadAssetAtPath(exportPath, typeof(OccupationFeature));
            if (data == null)
            {
                data = ScriptableObject.CreateInstance <OccupationFeature> ();
                AssetDatabase.CreateAsset((ScriptableObject)data, exportPath);
                data.hideFlags = HideFlags.NotEditable;
            }

            ReadExcel.CreatDataInitCs();
            data.sheets.Clear();
            using (FileStream stream = File.Open(filePath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite)) {
                IWorkbook book = null;
                if (Path.GetExtension(filePath) == ".xls")
                {
                    book = new HSSFWorkbook(stream);
                }
                else
                {
                    book = new XSSFWorkbook(stream);
                }

                foreach (string sheetName in sheetNames)
                {
                    ISheet sheet = book.GetSheet(sheetName);
                    if (sheet == null)
                    {
                        Debug.LogError("[QuestData] sheet not found:" + sheetName);
                        continue;
                    }

                    OccupationFeature.Sheet s = new OccupationFeature.Sheet();
                    s.name = sheetName;

                    for (int i = 2; i <= sheet.LastRowNum; i++)
                    {
                        IRow  row  = sheet.GetRow(i);
                        ICell cell = null;

                        OccupationFeature.Param p = new OccupationFeature.Param();

                        cell = row.GetCell(0); p.id = (int)(cell == null ? 0 : cell.NumericCellValue);
                        cell = row.GetCell(1); p.name = (cell == null ? "" : cell.StringCellValue);
                        cell = row.GetCell(2); p.effect = (int)(cell == null ? 0 : cell.NumericCellValue);
                        cell = row.GetCell(3); p.introduce = (cell == null ? "" : cell.StringCellValue);
                        s.list.Add(p);
                    }
                    data.sheets.Add(s);
                }
            }

            ScriptableObject obj = AssetDatabase.LoadAssetAtPath(exportPath, typeof(ScriptableObject)) as ScriptableObject;
            EditorUtility.SetDirty(obj);
        }
    }
Beispiel #2
0
    // Start is called before the first frame update
    void Start()
    {
        ExcelDataInit.Init();

        //获取角色名
        RoleName       = GameObject.Find("RoleName").GetComponent <Text>();
        RoleData._name = RoleInformation.GetSheet((int)RoleInformation.SheetName.Sheet1).GetData(RoleData._roleId).name;
        RoleName.text  = RoleData._name;
        //获取职业名
        OccupationName      = GameObject.Find("OccupationName").GetComponent <Text>();
        RoleData._name      = Occupation.GetSheet((int)Occupation.SheetName.Occupation).GetData(RoleData._roleId).OccupationName;
        OccupationName.text = RoleData._name;
        //获取角色属性

        Life = GameObject.Find("Life").GetComponentInChildren <Text>();
        RoleData._lifeGrowth   = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).hpGrowth;
        RoleData._constitution = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).body;
        RoleData._lifePoint    = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).hp;
        Life.text = Convert.ToString(RoleData._lifePoint + RoleData._constitution * (RoleData._level - 1) * RoleData._lifeGrowth);

        Mana = GameObject.Find("Mana").GetComponentInChildren <Text>();
        RoleData._manaGrowth   = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).mpGrowth;
        RoleData._intelligence = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).intelligence;
        RoleData._manaPoint    = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).mp;
        Mana.text = Convert.ToString(RoleData._manaPoint + RoleData._intelligence * (RoleData._level - 1) * RoleData._manaGrowth);

        Attack = GameObject.Find("Attack").GetComponentInChildren <Text>();
        RoleData._physicalAttackGrowth = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).attackGrowth;
        RoleData._powerPoint           = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).strength;
        RoleData._physicalAttackPoint  = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).attack;
        Attack.text = Convert.ToString(RoleData._physicalAttackPoint + RoleData._powerPoint * (RoleData._level - 1) * RoleData._physicalAttackGrowth);

        MAttack = GameObject.Find("MAttack").GetComponentInChildren <Text>();
        RoleData._magicAttackGrowth = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).MattackGrowth;
        RoleData._magicAttackPoint  = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).Mattack;
        MAttack.text = Convert.ToString(RoleData._magicAttackPoint + RoleData._magicAttackGrowth * (RoleData._level - 1) * RoleData._intelligence);

        Dodge = GameObject.Find("Dodge").GetComponentInChildren <Text>();
        RoleData._dodgeGrowth = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).DodgeGrowth;
        RoleData._agile       = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).agile;
        RoleData._dodgePoint  = Roleattributes.GetSheet((int)Roleattributes.SheetName.Sheet1).GetData(RoleData._roleId).Dodge;
        Dodge.text            = Convert.ToString(RoleData._dodgePoint + (RoleData._level - 1) * RoleData._agile * RoleData._dodgeGrowth);

        //羁绊等级
        FettersBar       = GameObject.Find("FettersSlider").GetComponent <Slider>();
        Fetters          = GameObject.Find("FettersNum").GetComponent <Text>();
        fettersNum       = RoleInformation.GetSheet((int)RoleInformation.SheetName.Sheet1).GetData(RoleData._roleId).Fetters;
        maxFetterNum     = 1000;
        FettersBar.value = fettersNum / maxFetterNum;
        Fetters.text     = Convert.ToString(fettersNum);

        //角色等级
        level      = GameObject.Find("LevelPoint").GetComponent <Text>();
        level.text = Convert.ToString(RoleData._level);

        //职业特性
        occupationFeature      = GameObject.Find("Effect").GetComponent <Text>();
        occupationID           = RoleInformation.GetSheet((int)RoleInformation.SheetName.Sheet1).GetData(RoleData._roleId).occupationID;
        occIntroduction        = OccupationFeature.GetSheet((int)OccupationFeature.SheetName.Feature).GetData(occupationID).introduce;
        occupationFeature.text = occIntroduction;

        //天赋
        Talent      = GameObject.Find("Talent").GetComponentInChildren <Text>();
        TalentID    = RoleInformation.GetSheet((int)RoleInformation.SheetName.Sheet1).GetData(RoleData._roleId).skillID1;
        Talent.text = "攻击造成" + Effect.GetSheet((int)Effect.SheetName.Sheet1).GetData(TalentID).value + "点" +
                      Effect.GetSheet((int)Effect.SheetName.Sheet1).GetData(TalentID).type;
        //技能
        skill      = GameObject.Find("Skill").GetComponentInChildren <Text>();
        skillID    = RoleInformation.GetSheet((int)RoleInformation.SheetName.Sheet1).GetData(RoleData._roleId).skillID2;
        skill.text = "攻击造成" + Effect.GetSheet((int)Effect.SheetName.Sheet1).GetData(skillID).value + "点" +
                     Effect.GetSheet((int)Effect.SheetName.Sheet1).GetData(skillID).type;

        /* //获取角色立绘
         * _Path = "Assets/Resources/RoleDrawing/";
         * _texname = RoleData._roleId + ".jpg";
         * roleDrawing = GameObject.Find("RoleDrawing").GetComponent<Image>();
         * LoadFromFile(_Path, _texname);
         * Sprite tempSprite = Sprite.Create(m_Tex, new Rect(0, 0, m_Tex.width, m_Tex.height), new Vector2(10, 10));
         * roleDrawing.sprite = tempSprite;*/

        EquipmentData._forging1    = new List <string>();
        EquipmentData._forging2    = new List <string>();
        EquipmentData._forging3    = new List <string>();
        EquipmentData._hasForging  = new List <string>();
        EquipmentData._equipmentID = RoleInformation.GetSheet((int)RoleInformation.SheetName.Sheet1).GetData(RoleData._roleId).EquipmentID;
        for (i = 0; i < 5; i++)
        {
            EquipmentData._forging1.Add(Equipment.GetSheet((int)Equipment.SheetName.Sheet1).GetData(EquipmentData._equipmentID).forging1[i]);
            EquipmentData._forging2.Add(Equipment.GetSheet((int)Equipment.SheetName.Sheet1).GetData(EquipmentData._equipmentID).forging2[i]);
            EquipmentData._forging3.Add(Equipment.GetSheet((int)Equipment.SheetName.Sheet1).GetData(EquipmentData._equipmentID).forging3[i]);
            EquipmentData._hasForging.Add(Equipment.GetSheet((int)Equipment.SheetName.Sheet1).GetData(EquipmentData._equipmentID).hasForging[i]);
            EquipmentData._material1Get = 4;
            EquipmentData._material2Get = 5;
            EquipmentData._material3Get = 5;
        }
        EquipmentData._count = Equipment.GetSheet((int)Equipment.SheetName.Sheet1).GetData(EquipmentData._equipmentID).forgingNum;
        if (!EquipmentData.equ.ContainsKey(RoleData._roleId)) // True
        {
            EquipmentData.equ.Add(RoleData._roleId + 1000, EquipmentData._forging1);
            EquipmentData.equ.Add(RoleData._roleId + 2000, EquipmentData._forging2);
            EquipmentData.equ.Add(RoleData._roleId + 3000, EquipmentData._forging3);
            EquipmentData.count.Add(RoleData._roleId, EquipmentData._count);
            EquipmentData.count.Add(RoleData._roleId + 1000, EquipmentData._material1Get);
            EquipmentData.count.Add(RoleData._roleId + 2000, EquipmentData._material2Get);
            EquipmentData.count.Add(RoleData._roleId + 3000, EquipmentData._material3Get);
            EquipmentData.equ.Add(RoleData._roleId, EquipmentData._hasForging);
        }
        if (!EquipmentData.dic.ContainsKey(RoleData._roleId))
        {
            EquipmentData.dic.Add(RoleData._roleId, EquipmentData.equ);
        }
    }