private static List <MasterLoadAudio.Data> ReadExcel(Type _type) { string loadPath = SystemSetting.GetExcelSeetPath() + _type.Name + "Sheet.xls"; List <MasterLoadAudio.Data> dataList = new List <MasterLoadAudio.Data> (); using (FileStream stream = File.Open(loadPath, FileMode.Open, FileAccess.Read)) { IWorkbook book = new HSSFWorkbook(stream); ISheet sheet = book.GetSheet("MainSeet"); for (int i = 1; i < sheet.LastRowNum; i++) { IRow row = sheet.GetRow(i); int iColumn = 0; MasterLoadAudio.Data tmpData = new MasterLoadAudio.Data(); //DataSwitch : tmpData.filename = row.GetCell(iColumn++).StringCellValue; tmpData.version = (int)row.GetCell(iColumn++).NumericCellValue; tmpData.path = row.GetCell(iColumn++).StringCellValue; tmpData.audio_type = (int)row.GetCell(iColumn++).NumericCellValue; tmpData.del_flg = (int)row.GetCell(iColumn++).NumericCellValue; iColumn++; dataList.Add(tmpData); } } MasterLoadAudioCSVLoader.UpdateCSVFile(dataList); return(dataList); }
public static void SetScriptableData(Type _type) { //プレハブにスクリプタブルオブジェクトを設置 UnityEngine.Object[] assets; string assetName = SystemSetting.GetResourcesLoadPath() + _type.Name + "Asset"; assets = Resources.LoadAll(assetName); MasterLoadAudio tmp = new MasterLoadAudio(); ScriptableObject sObject = null; foreach (UnityEngine.Object asset in assets) { if (asset is MasterLoadAudio) { tmp = (MasterLoadAudio)asset; sObject = (ScriptableObject)asset; } } List <MasterLoadAudio.Data> listData = MasterLoadAudioCSVLoader.GetListDataFromCSV(_type); tmp.DataList = listData; //最後に保存して変更を確定 EditorUtility.SetDirty(sObject); }