private static void OnPostprocessEffectPointdata() { string path = System.IO.Path.Combine(RESOURCE_EFFECTPOINT_DATA_FOLDER, "MeridiansEffectPosition.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Equipment item file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <MeridiansEffectPositionData> tempList = new List <MeridiansEffectPositionData>(); for (int i = 2; i < levelIds.Length; i++) { MeridiansEffectPositionData data = new MeridiansEffectPositionData(); data.effectID = Convert.ToInt32(sheet["EffectID"][i]); data.position = Convert.ToString(sheet["Position"][i]).Split('+'); tempList.Add(data); } CreateEffectPositionConfigDataList(tempList); } }
private static void SfxPostprocess(string tabName) { string path = System.IO.Path.Combine(RESOURCE_SFX_FOLDER, "SFXSoundClipList.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError(tabName + " sfx config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text, tabName); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <SoundClip> tempList = new List <SoundClip>(); for (int i = 2; i < levelIds.Length; i++) { SoundClip clip = new SoundClip(); clip._name = Convert.ToString(sheet["Name"][i]); string clipPath = Convert.ToString(sheet["Clip"][i]); string pathRes = System.IO.Path.Combine(ASSET_SFX_CLIP_FOLDER, clipPath); clip._clip = AssetDatabase.LoadAssetAtPath(pathRes, typeof(AudioClip)) as AudioClip; tempList.Add(clip); } CreateSfxDataBase(tempList, tabName); } }
private static void OnPostprocessEquipment() { string path = System.IO.Path.Combine(RESOURCE_DATA_FOLDER, "JokeConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Equipment item file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <JokeConfigData> tempList = new List <JokeConfigData>(); for (int i = 2; i < levelIds.Length; i++) { //if (0 == i) continue; JokeConfigData data = new JokeConfigData(); data.ID = Convert.ToInt32(sheet["ID"][i]); data.IDS = Convert.ToString(sheet["IDS"][i]); data.DelayTime = Convert.ToInt32(sheet["Time"][i]); tempList.Add(data); } CreateMedicamentConfigDataList(tempList); } }
private static void PlayerEffectConfigPostprocess() { string path = System.IO.Path.Combine(RESOURCE_PLAYER_EFFECT_CONFIG_FOLDER, "resource_Players.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Map Res data file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] Ids = sheet[keys[0]]; List <string> tempPathList = new List <string>(); List <string> tempSfxPathList = new List <string>(); for (int i = 2; i < Ids.Length; i++) { string pathesStr = Convert.ToString(sheet["Players_Effects"][i]); string[] pathStrs = pathesStr.Split('+'); tempPathList.AddRange(pathStrs); string sfxPathStr = Convert.ToString(sheet["Players_sound"][i]); string[] sfxPathStrs = sfxPathStr.Split('+'); tempSfxPathList.AddRange(sfxPathStrs); } tempPathList = tempPathList.Distinct().ToList(); CreatePlayerEffectDataBase(tempPathList, tempSfxPathList); } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(EW_RESOURCE_MULTILANGUAGE_FOLDER, "JokeLanguageText.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("language file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; int langCount = XmlSpreadSheetReader.Keys.Length - 1; string[] keys = XmlSpreadSheetReader.Keys; object[] textIds = sheet[keys[0]]; for (int i = 0; i < langCount; i++) { string lang = keys[i + 1]; List <JokeLanguageData> tempList = new List <JokeLanguageData>(); for (int j = 0; j < textIds.Length; j++) { if (null == textIds[j]) { Debug.LogError("invalid ids in line: " + j.ToString()); } if (null == sheet[lang][j]) { Debug.LogError("invalid text for language of " + lang + " in line: " + j.ToString()); } JokeLanguageData textEntry = new JokeLanguageData(); textEntry.key = textIds[j].ToString(); textEntry.text = sheet[lang][j].ToString(); tempList.Add(textEntry); } if (lang != null) { CreateLanguageDataBase(lang.ToUpper(), tempList); } } } } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_UI_CONFIG_FOLDER, "ForgeRecipe.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Player level config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <ForgeRecipeData> tempList = new List <ForgeRecipeData>(); for (int i = 2; i < levelIds.Length; i++) { ForgeRecipeData data = new ForgeRecipeData(); data.ForgeID = Convert.ToInt32(sheet["ForgeID"][i]); data.ForgeEquipmentID = Convert.ToInt32(sheet["ForgeEquipmentID"][i]); string[] str = Convert.ToString(sheet["ForgeProfession"][i]).Split('+'); data.ForgeProfession = new int[str.Length]; for (int j = 0; j < str.Length; j++) { data.ForgeProfession[j] = Convert.ToInt32(str[j]); } string[] str1 = Convert.ToString(sheet["ForgeCost"][i]).Split('|'); data.ForgeCost = new Recipe[str1.Length]; for (int j = 0; j < str1.Length; j++) { string[] str2 = str1[j].Split('+'); Recipe recipe = new Recipe() { RecipeID = Convert.ToInt32(str2[0]), count = Convert.ToInt32(str2[1]) }; data.ForgeCost[j] = recipe; } data.ForgeIDS = Convert.ToString(sheet["ForgeIDS"][i]); data.ForgeType = (UI.Forging.ForgingType)Convert.ToInt32(sheet["ForgeType"][i]); tempList.Add(data); } CreateSceneConfigDataBase(tempList); } } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_SHOP_CONFIG_FOLDER, "DailySignInConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("EndlessEctypeReward config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <DailySignInConfigData> tempList = new List <DailySignInConfigData>(); for (int i = 2; i < levelIds.Length; i++) { DailySignInConfigData data = new DailySignInConfigData(); data.RewardId = Convert.ToInt32(sheet["RewardId"][i]); //data.RewardLevel = Convert.ToInt32(sheet["RewardLevel"][i]); data.SignInReward1 = Convert.ToString(sheet["SignInReward1"][i]); data.SignInReward2 = Convert.ToString(sheet["SignInReward2"][i]); data.SignInReward3 = Convert.ToString(sheet["SignInReward3"][i]); data.SignInReward4 = Convert.ToString(sheet["SignInReward4"][i]); data.SignInReward5 = Convert.ToString(sheet["SignInReward5"][i]); data.SignInReward6 = Convert.ToString(sheet["SignInReward6"][i]); data.SignInReward7 = Convert.ToString(sheet["SignInReward7"][i]); data.CumulativeRewardDays1 = Convert.ToInt32(sheet["CumulativeRewardDays1"][i]); data.CumulativeRewardDays2 = Convert.ToInt32(sheet["CumulativeRewardDays2"][i]); data.CumulativeRewardDays3 = Convert.ToInt32(sheet["CumulativeRewardDays3"][i]); data.CumulativeRewardItem1 = Convert.ToString(sheet["CumulativeRewardItem1"][i]); data.CumulativeRewardItem2 = Convert.ToString(sheet["CumulativeRewardItem2"][i]); data.CumulativeRewardItem3 = Convert.ToString(sheet["CumulativeRewardItem3"][i]); data.CumulativeRewardRes1 = Convert.ToString(sheet["CumulativeRewardRes1"][i]); data.CumulativeRewardRes2 = Convert.ToString(sheet["CumulativeRewardRes2"][i]); data.CumulativeRewardRes3 = Convert.ToString(sheet["CumulativeRewardRes3"][i]); data.CumulativeRewardTips1 = Convert.ToInt32(sheet["CumulativeRewardTips1"][i]); data.CumulativeRewardTips2 = Convert.ToInt32(sheet["CumulativeRewardTips2"][i]); data.CumulativeRewardTips3 = Convert.ToInt32(sheet["CumulativeRewardTips3"][i]); tempList.Add(data); } CreateConfigDataBase(tempList); } } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_SHOP_CONFIG_FOLDER, "Shopmall.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Player level config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <ShopConfigData> tempList = new List <ShopConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } ShopConfigData data = new ShopConfigData(); data._shopGoodsID = Convert.ToInt32(sheet["ShopGoodsID"][i]); data._goodsNum = Convert.ToInt32(sheet["GoodsNum"][i]); data._shopName = Convert.ToString(sheet["ShopName"][i]); data._shopID = Convert.ToInt32(sheet["nShopID"][i]); data.GoodsID = Convert.ToInt32(sheet["GoodsID"][i]); data.BuyLvl = Convert.ToInt32(sheet["BuyLvl"][i]); data.BuyType = Convert.ToInt32(sheet["lBuyType"][i]); data.Price = Convert.ToInt32(sheet["lPrice"][i]); data.ExChangeGoodID = Convert.ToString(sheet["lExChangeGoodID"][i]); data.GoodsPicture = Convert.ToString(sheet["GoodsPicture"][i]); data.GoodsNameIds = Convert.ToString(sheet["GoodsNameIds"][i]); if (!data.GoodsPicture.Equals("0")) { data.goodsPicturePrefab = (GameObject)Resources.LoadAssetAtPath(data.GoodsPicture + ".prefab", typeof(GameObject)); //Prefab/GUI/IconPrefab/QuickBuyIcon } data.PackageNeed = Convert.ToInt32(sheet["PackageNeed"][i]); tempList.Add(data); } CreateConfigDataBase(tempList); } } }
private static void MakePlayGenerateConfigDataList(string xmlFileName, string sheetName) { string path = Path.Combine(RESOURCE_CHARACTER_DATA_FOLDER, xmlFileName + ".xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Equipment item file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text, sheetName); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <NewCharacterConfigData> tempList = new List <NewCharacterConfigData>(); for (int i = 2; i < levelIds.Length; i++) { NewCharacterConfigData data = new NewCharacterConfigData(); //data.m_SzName = Convert.ToString(sheet["szName"][i]); //data.m_IEquipmentID = Convert.ToInt32(sheet["lEquimentID"][i]); data.VocationID = Convert.ToInt32(sheet["VocationID"][i]); data.Picture = Convert.ToString(sheet["Picture"][i]); data.Model = Convert.ToString(sheet["Model"][i]); string Weapon = Convert.ToString(sheet["Weapon"][i]); if (!string.IsNullOrEmpty(Weapon) && Weapon != "0") { var displayPath = Path.Combine(ASSET_CHARACTER_DATA_PREFAB_FOLDER, Weapon + ".prefab"); var displayGo = AssetDatabase.LoadAssetAtPath(displayPath, typeof(GameObject)) as GameObject; data.Weapon = displayGo; } data.WeaponPosition = Convert.ToString(sheet["WeaponPosition"][i]); string AnimationTime = Convert.ToString(sheet["Animations"][i]); data.AnimationsStr = Convert.ToString(sheet["Animations"][i]); data.SelectAnimationsStr = Convert.ToString(sheet["SelectAni"][i]); data.Introductions = Convert.ToString(sheet["Introductions"][i]); data.EffectName = Convert.ToString(sheet["EffectName"][i]); data.EffectPrefab = (GameObject)Resources.LoadAssetAtPath("Assets/Effects/Prefab/" + data.EffectName + ".prefab", typeof(GameObject)); data.EffectTime = Convert.ToSingle(sheet["EffectTime"][i]); data.SelectAniSound = Convert.ToString(sheet["SelectAniSound"][i]); data.ChooseVoice = Convert.ToString(sheet["ChooseVoice"][i]); data.PostprocessorAnimation(); tempList.Add(data); } CreateMedicamentConfigDataList(tempList); } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_UI_CONFIG_FOLDER, "EvaluateConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Player level config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <EvaluateData> tempList_Battle = new List <EvaluateData>(); List <EvaluateData> tempList_Town = new List <EvaluateData>(); for (int i = 2; i < levelIds.Length; i++) { EvaluateData data_Battle = new EvaluateData(); EvaluateData data_Town = new EvaluateData(); data_Battle.Evaluate = Convert.ToString(sheet["Evaluate"][i]); data_Town.Evaluate = Convert.ToString(sheet["Evaluate"][i]); string icon = Convert.ToString(sheet["Icon"][i]); string pathRes = System.IO.Path.Combine(ASSET_ECTYPE_RES_CONFIG_FOLDER, icon + ".prefab"); data_Battle.IconPrefab = (GameObject)AssetDatabase.LoadAssetAtPath(pathRes, typeof(GameObject)); string Staricon = Convert.ToString(sheet["StarRating"][i]); string StarpathRes = System.IO.Path.Combine(ASSET_ECTYPE_RES_CONFIG_FOLDER, Staricon + ".prefab"); data_Town.StarIconPrefab = (GameObject)AssetDatabase.LoadAssetAtPath(StarpathRes, typeof(GameObject)); data_Battle.StarIconPrefab = data_Town.StarIconPrefab; tempList_Battle.Add(data_Battle); tempList_Town.Add(data_Town); } CreateSceneConfigDataBase(tempList_Battle, "_Battle"); CreateSceneConfigDataBase(tempList_Town, "_Town"); } } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_BUFF_CONFIG_FOLDER, "BUFF.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Player level config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <BuffConfigData> tempList = new List <BuffConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } BuffConfigData data = new BuffConfigData(); data._buffID = Convert.ToInt32(sheet["buffid"][i]); data._iconID = Convert.ToString(sheet["IconID"][i]); //data._buffLv = Convert.ToInt32(sheet["bufflevel"][i]); //data._durativeTime = Convert.ToSingle(sheet["DurativeNum"]); data._buffName = Convert.ToString(sheet["buffname"][i]); data._buffEffMount = Convert.ToString(sheet["BuffEffMount"][i]); string prefabpath = Convert.ToString(sheet["BuffEffect"][i]); string pathRes = System.IO.Path.Combine(ASSET_BUFF_RES_CONFIG_FOLDER, prefabpath + ".prefab"); data._buffEffect = (GameObject)AssetDatabase.LoadAssetAtPath(pathRes, typeof(GameObject)); data._buffSound = Convert.ToString(sheet["BuffSound"][i]); tempList.Add(data); } CreateConfigDataBase(tempList); } } }
private static void StroyLineConfigPostprocess() { string path = System.IO.Path.Combine(RESOURCE_STROY_CONFIG_FOLDER, "StroyLineConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("stroyline config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <StroyLineConfigData> tempList = new List <StroyLineConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } StroyLineConfigData data = new StroyLineConfigData(); data._StroyLineID = Convert.ToInt32(sheet["StroyLineID"][i]); data._SceneMapID = Convert.ToInt32(sheet["SceneMapID"][i]); data._BgMusic = Convert.ToString(sheet["BgMusic"][i]); data._TriggerVocation = Convert.ToInt32(sheet["TriggerProfession"][i]); data._TriggerCondition = Convert.ToInt32(sheet["TriggerCondition"][i]); data._EctypeID = Convert.ToInt32(sheet["EctypeID"][i]); string cameraStr = Convert.ToString(sheet["CameraGroup"][i]); string[] splitCameraStr = cameraStr.Split("+".ToCharArray()); data._CameraGroup = new List <int>();//new int[splitCameraStr.Length]; data.WeaponType = Convert.ToInt32(sheet["WeaponType"][i]); for (int j = 0; j < splitCameraStr.Length; j++) { data._CameraGroup.Add(Convert.ToInt32(splitCameraStr[j])); } tempList.Add(data); } CreateStroyLineConfigDataBase(tempList); } }
private static void StroyDialogConfigPostprocess() { string path = System.IO.Path.Combine(RESOURCE_STROY_CONFIG_FOLDER, "DialogConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("CameraGroup config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <StroyDialogConfigData> tempList = new List <StroyDialogConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } StroyDialogConfigData data = new StroyDialogConfigData(); data._DialogID = Convert.ToInt32(sheet["DialogID"][i]); data._Content = Convert.ToString(sheet["Content"][i]); var viewOffsetString = Convert.ToString(sheet["ViewOffset"][i]); string[] viewposList = viewOffsetString.Split("+".ToCharArray()); float viewoffsetX = Convert.ToSingle(viewposList[0]); float viewoffsetY = Convert.ToSingle(viewposList[1]); data._ViewOffset = new Vector3(viewoffsetX, viewoffsetY, 0); data._NpcOrPlayer = Convert.ToInt32(sheet["TalkNPCID"][i]); data._DialogType = Convert.ToInt32(sheet["DialogType"][i]); data._NpcName = Convert.ToString(sheet["NpcName"][i]); data._NpcIconName = Convert.ToString(sheet["NpcIconName"][i]); //1玩家,2是npc if (data._NpcOrPlayer == 2) { data.npcIconPrefab = (GameObject)Resources.LoadAssetAtPath("Assets/Prefab/GUI/IconPrefab/StroyPersonHead/" + data._NpcIconName + ".prefab", typeof(GameObject)); //Prefab/GUI/IconPrefab/QuickBuyIcon } tempList.Add(data); } CreateDialogConfigDataBase(tempList); } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_TRAP_CONFIG_FOLDER, "BoxConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Player level config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <DamageConfigData> tempList = new List <DamageConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } DamageConfigData data = new DamageConfigData(); data._damageID = Convert.ToInt32(sheet["BoxID"][i]); data._damageName = Convert.ToString(sheet["BoxName"][i]); data._boxType = Convert.ToInt32(sheet["BoxType"][i]); string prefabName = Convert.ToString(sheet["ResID"][i]); string prefabPath = System.IO.Path.Combine(ASSET_TRAP_RES_CONFIG_FOLDER, prefabName + ".prefab"); data._damagePrefab = (GameObject)AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)); string correspondingItemIDStr = Convert.ToString(sheet["BoxGoodsDrop"][i]); string[] splitCorrespondingItemIDStrs = correspondingItemIDStr.Split("+".ToCharArray()); data._correspondingItemID = Convert.ToInt32(splitCorrespondingItemIDStrs[0]); tempList.Add(data); } CreateSceneConfigDataBase(tempList); } } }
private static void OnPostprocessEquipment() { string path = System.IO.Path.Combine(RESOURCE_DATA_FOLDER, "LinkConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Equipment item file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <LinkConfigItemData> tempList = new List <LinkConfigItemData>(); for (int i = 2; i < levelIds.Length; i++) { //if (0 == i) continue; LinkConfigItemData data = new LinkConfigItemData(); data.LinkID = Convert.ToString(sheet["LinkID"][i]); data.LinkType = (LinkType)Convert.ToInt32(sheet["LinkType"][i]); data.LinkPara = Convert.ToString(sheet["LinkPara"][i]); data.LinkChildren = Convert.ToInt32(sheet["LinkChildren"][i]); data.LinkName = Convert.ToString(sheet["LinkName"][i]); data.Des = Convert.ToString(sheet["Des"][i]); string[] LinkIconPaths = Convert.ToString(sheet["LinkIcon"][i]).Split('+'); List <GameObject> prefabList = new List <GameObject>(); foreach (string item in LinkIconPaths) { string pathRes = System.IO.Path.Combine(ASSET_ITEM_DATA_ICON_FOLDER, item + ".prefab"); GameObject go = (GameObject)AssetDatabase.LoadAssetAtPath(pathRes, typeof(GameObject)); prefabList.Add(go); } data.LinkIcon = prefabList; tempList.Add(data); } CreateMedicamentConfigDataList(tempList); } }
private static void RobotConfigPostprocess() { string path = System.IO.Path.Combine(RESOURCE_ROBOT_CONFIG_FOLDER, "RobotConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Robot config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <RobotConfigData> tempList = new List <RobotConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } RobotConfigData data = new RobotConfigData(); data.RobotId = Convert.ToInt32(sheet["RobotId"][i]); data.RobotName = Convert.ToString(sheet["RobotName"][i]); data.RobotLevel = Convert.ToInt32(sheet["RobotLevel"][i]); data.RobotOccupation = Convert.ToInt32(sheet["RobotOccupation"][i]); data.RobotFashion = Convert.ToInt32(sheet["RobotFashion"][i]); data.RobotWeapon = Convert.ToInt32(sheet["RobotWeapon"][i]); data.RobotHat = Convert.ToInt32(sheet["RobotHat"][i]); data.RobotClothes = Convert.ToInt32(sheet["RobotClothes"][i]); data.RobotShoes = Convert.ToInt32(sheet["RobotShoes"][i]); data.RobotJewelry = Convert.ToInt32(sheet["RobotJewelry"][i]); data.RobotVipLevel = Convert.ToInt32(sheet["RobotVipLevel"][i]); data.RobotTitle = Convert.ToInt32(sheet["RobotTitle"][i]); tempList.Add(data); } CreateRobotConfigDataBase(tempList); } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(BUNDLE_CONFIG_RES_FOLDER, "AssetBundlesConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Bullet data file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <AssetBundlesConfig.Rule> tempList = new List <AssetBundlesConfig.Rule>(); for (int i = 2; i < levelIds.Length; i++) { AssetBundlesConfig.Rule rule = new AssetBundlesConfig.Rule(); rule._name = Convert.ToString(sheet["Name"][i]); rule._bundleName = Convert.ToString(sheet["BundleName"][i]); rule._enabled = true; rule._bundleOrder = i - 1; rule._isolate = false; rule._pattern = Convert.ToString(sheet["Pattern"][i]); rule._patternOptions = new AssetBundlesConfig.RegexOptionsWrapper(); rule._patternOptions._ignoreCase = Convert.ToBoolean(sheet["IgnoreCase"][i]); rule._patternOptions._ignoreWhitespace = true; rule._patternOptions._rightToLeft = false; rule._patternReplaceModifier = AssetBundlesConfig.RegexReplaceModifier.Lowercase; rule._type = AssetBundlesConfig.RuleType.Include; tempList.Add(rule); } CreateAssetBundlesConfigDataBase(tempList); } } }
private static void NPCConfigPostprocess() { string path = System.IO.Path.Combine(RESOURCE_NPC_CONFIG_FOLDER, "NPCConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("npc config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <NPCConfigData> tempList = new List <NPCConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } NPCConfigData data = new NPCConfigData(); data._NPCID = Convert.ToInt32(sheet["NpcID"][i]); data._szName = Convert.ToString(sheet["NpcName"][i]); data._npcTitle = Convert.ToString(sheet["NpcTitle"][i]); string PrefabName = Convert.ToString(sheet["PortraitID"][i]); string PrefabPath = System.IO.Path.Combine("Assets/Prefab/GUI/IconPrefab/StroyPersonHead", PrefabName + ".prefab"); data.PortraitID = (GameObject)AssetDatabase.LoadAssetAtPath(PrefabPath, typeof(GameObject)); string cameraOffsetStr = Convert.ToString(sheet["CameraOffset"][i]); string[] splitStrs = cameraOffsetStr.Split('|'); data.CameraOffset = new Vector3(Convert.ToSingle(splitStrs[0]), Convert.ToSingle(splitStrs[1]), Convert.ToSingle(splitStrs[2])); string prefabpath = Convert.ToString(sheet["NpcPrefabPath"][i]); string pathRes = System.IO.Path.Combine(ASSET_NPC_RES_CONFIG_FOLDER, prefabpath + ".prefab"); data._NPCPrefab = (GameObject)AssetDatabase.LoadAssetAtPath(pathRes, typeof(GameObject)); tempList.Add(data); } CreateNPCConfigDataBase(tempList); } }
private static void OnPostprocessEquipment() { string path = System.IO.Path.Combine(RESOURCE_DATA_FOLDER, "PlayerStrengthCost.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Equipment item file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <PlayerStrengthCost> tempList = new List <PlayerStrengthCost>(); for (int i = 2; i < levelIds.Length; i++) { //if (0 == i) continue; PlayerStrengthCost data = new PlayerStrengthCost(); data.GainType = (UpgradeType)Convert.ToInt32(sheet["GainType"][i]); data.GainLevel = Convert.ToInt32(sheet["GainLevel"][i]); data.lGoodsSubClass = (EquiptType)Convert.ToInt32(sheet["lGoodsSubClass"][i]); string[] UpgradeRequireStr = Convert.ToString(sheet["UpgradeRequires"][i]).Split('|'); List <UpgradeRequire> UpgradeRequires = new List <UpgradeRequire>(); foreach (string item in UpgradeRequireStr) { UpgradeRequire ur = new UpgradeRequire(); string[] strs = item.Split('+'); ur.GoodsId = Convert.ToInt32(strs[0]); ur.Count = Convert.ToInt32(strs[1]); UpgradeRequires.Add(ur); } data.UpgradeRequires = UpgradeRequires; tempList.Add(data); } CreateMedicamentConfigDataList(tempList); } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_TRAP_CONFIG_FOLDER, "DailyTask.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Player level config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <DailyTaskConfigData> tempList = new List <DailyTaskConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } DailyTaskConfigData data = new DailyTaskConfigData(); data._taskID = Convert.ToInt32(sheet["TaskID"][i]); data._taskType = Convert.ToInt32(sheet["TaskType"][i]); data._triggerCondition = Convert.ToInt32(sheet["TriggerCondition"][i]); data._taskDescription = Convert.ToString(sheet["TaskDescription"][i]); data._conditionParameter = Convert.ToInt32(sheet["ConditionParameter"][i]); data._activeValue = Convert.ToInt32(sheet["ActiveValue"][i]); data._quickTripTo = Convert.ToInt32(sheet["QuickTripTo"][i]); tempList.Add(data); } CreateSceneConfigDataBase(tempList); } } }
private static void PostProcessorFruitData() { string path = System.IO.Path.Combine(RESOURCE_TREASURETREES_CONFIG_FOLDER, "PlayerFruit.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Player level config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <FruitData> tempList = new List <FruitData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } FruitData data = new FruitData(); data.FruitID = Convert.ToInt32(sheet["FruitID"][i]); data.FruitName = Convert.ToString(sheet["FruitName"][i]); data.SeedModelID = Convert.ToString(sheet["SeedModelID"][i]); data.FlowerModelID = Convert.ToString(sheet["FlowerModelID"][i]); data.GrowModelID = Convert.ToString(sheet["GrowModelID"][i]); data.RipenModelID = Convert.ToString(sheet["RipenModelID"][i]); data.FruitLevel = Convert.ToInt32(sheet["FruitLevel"][i]); data.FlowerTime = Convert.ToInt32(sheet["FlowerTime"][i]); data.GrowTime = Convert.ToInt32(sheet["GrowTime"][i]); data.RipenTime = Convert.ToInt32(sheet["RipenTime"][i]); data.RewardType = Convert.ToInt32(sheet["RewardType"][i]); data.RewardNumber = Convert.ToString(sheet["RewardNumber"][i]); data.FruitReward = Convert.ToString(sheet["FruitReward"][i]).Split('+'); tempList.Add(data); } CreateConfigDataBase(tempList); } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_PORTAL_CONFIG_FOLDER, "MapChunnel.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Portal config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <PortalConfigData> tempList = new List <PortalConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } PortalConfigData data = new PortalConfigData(); data._SID = Convert.ToInt32(sheet["sid"][i]); data._portalType = Convert.ToInt32(sheet["type"][i]); string[] mapID = Convert.ToString(sheet["destmapid"][i]).Split('+'); data._desMapID = new int[mapID.Length]; for (int j = 0; j < mapID.Length; ++j) { data._desMapID[j] = int.Parse(mapID[j]); } tempList.Add(data); } CreateConfigDataBase(tempList); } } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_PROFESSION_CONFIG_FOLDER, "ProfessionConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Portal config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <ProfessionConfigData> tempList = new List <ProfessionConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } ProfessionConfigData data = new ProfessionConfigData(); data._professionID = Convert.ToInt32(sheet["ProfessionID"][i]); data._professionName = Convert.ToString(sheet["ProfessionName"][i]); string prefabpath = Convert.ToString(sheet["PlayerIcon"][i]); string pathRes = System.IO.Path.Combine(ASSET_PLAYERICON_RES_CONFIG_FOLDER, prefabpath + ".prefab"); data._playerIcon = (GameObject)AssetDatabase.LoadAssetAtPath(pathRes, typeof(GameObject)); tempList.Add(data); } CreateConfigDataBase(tempList); } } }
private static void OnPostprocessEquipment() { string path = System.IO.Path.Combine(RESOURCE_PLAYER_DATA_FOLDER, "PlayerPropParam.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Equipment item file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <PlayerBasePropData> tempList = new List <PlayerBasePropData>(); for (int i = 1; i < levelIds.Length; i++) { if (1 >= i) { continue; } PlayerBasePropData data = new PlayerBasePropData(); //data.PlayerKind = Convert.ToInt32(sheet["PlayerKind"][i]); //data.BasePropID = Convert.ToInt32(sheet["BasePropID"][i]); //data.BaseProp = Convert.ToString(sheet["BaseProp"][i]); //data.ParamA = Convert.ToSingle(sheet["ParamA"][i])/1000; //data.ParamB = Convert.ToSingle(sheet["ParamB"][i]) / 1000; //data.ParamC = Convert.ToSingle(sheet["ParamC"][i]) / 1000; //data.ParamD = Convert.ToSingle(sheet["ParamD"][i]) / 1000; data.nPropID = Convert.ToInt32(sheet["nPropID"][i]); data.nSettleID = Convert.ToInt32(sheet["nSettleID"][i]); tempList.Add(data); } CreateMedicamentConfigDataList(tempList); } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(EW_RESOURCE_PLAYER_LEVEL_CONFIG_FOLDER, "PlayerLevelConfig.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Player level config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <PlayerLevelConfigData> tempList = new List <PlayerLevelConfigData>(); for (int i = 0; i < levelIds.Length; i++) { PlayerLevelConfigData data = new PlayerLevelConfigData(); data._hp = Convert.ToInt32(sheet["hp"][i]); data._level = Convert.ToInt32(sheet["level"][i]); data._xp = Convert.ToInt32(sheet["xp"][i]); data._skillPoint = Convert.ToInt32(sheet["skillpoint"][i]); data._reviveHcCost = Convert.ToInt32(sheet["revive_hc"][i]); tempList.Add(data); } CreatePlayerLevelConfigDataBase(tempList); } } }
/** * 创建xml * */ private static void createXML(string url, string xmlName) { string path = System.IO.Path.Combine(url, xmlName + ".xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Player level config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; //所有的输出 string[] keys = XmlSpreadSheetReader.Keys; //所有的kes // 数据 Dictionary <string, Dictionary <string, string> > dic = new Dictionary <string, Dictionary <string, string> >(); //id数组 object[] idArray = sheet[keys[0]]; for (int i = 3; i < idArray.Length; i++) //从第二个开始 0:id 1:说明 2 { Dictionary <string, string> one = new Dictionary <string, string>(); for (int j = 0; j < keys.Length; j++) { string key = Convert.ToString(keys[j]); string type = Convert.ToString(sheet[key][0]); string value = Convert.ToString(sheet[key][i]); one[key] = value; Debug.Log(key + "==" + value + "==" + type); } string current = Convert.ToString(idArray[i]); dic[current] = one; } //CreateSceneConfigDataBase(tempList); } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(RESOURCE_SHOP_CONFIG_FOLDER, "GoldRecharge.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Player level config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <GoldRechargeData> tempList = new List <GoldRechargeData>(); for (int i = 1; i < levelIds.Length; i++) { GoldRechargeData data = new GoldRechargeData(); data.RechargeID = Convert.ToInt32(sheet["RechargeID"][i]); data.RechargeType = Convert.ToInt32(sheet["RechargeType"][i]); data.RechargePosition = Convert.ToString(sheet["RechargePosition"][i]); data.CurrencyPicture = Convert.ToString(sheet["CurrencyPicture"][i]); data.GoldPicture = Convert.ToString(sheet["GoldPicture"][i]); data.goldPicturePrefab = (GameObject)Resources.LoadAssetAtPath("Assets/Prefab/GUI/IconPrefab/VIPIcon/" + data.GoldPicture + ".prefab", typeof(GameObject)); data.CurrencyNumber = Convert.ToSingle(sheet["CurrencyNumber"][i]); data.GoldNumber = Convert.ToInt32(sheet["GoldNumber"][i]); data.Discount = Convert.ToSingle(sheet["Discount"][i]); data.TouchAnimation = Convert.ToString(sheet["TouchAnimation"][i]); data.TouchVoice = Convert.ToString(sheet["TouchVoice"][i]); tempList.Add(data); } CreateConfigDataBase(tempList); } } }
private static void OnPostprocessPVPListAward() { string path = System.IO.Path.Combine(RESOURCE_PVP_CONFIG_FOLDER, "PVPGroupListAward.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("PVPGroupListAward config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <PVPGroupListAward> tempList = new List <PVPGroupListAward>(); for (int i = 2; i < levelIds.Length; i++) { PVPGroupListAward data = new PVPGroupListAward(); data.ListAward = Convert.ToInt32(sheet["ListAward"][i]); data.ListAwardType = Convert.ToInt32(sheet["ListAwardType"][i]); data.ListAwardGroup = Convert.ToInt32(sheet["ListAwardGroup"][i]); data.ListAwardPlace = Convert.ToString(sheet["ListAwardPlace"][i]); data.ListAwardParam1 = Convert.ToString(sheet["ListAwardParam1"][i]); data.ListAwardParam2 = Convert.ToString(sheet["ListAwardParam2"][i]); data.ListAwardParam3 = Convert.ToString(sheet["ListAwardParam3"][i]); data.ListAwardMail = Convert.ToInt32(sheet["ListAwardMail"][i]); data.ListAwardIcon = Convert.ToString(sheet["ListAwardIcon"][i]); data.ListAwardName = Convert.ToString(sheet["ListAwardName"][i]); data.ListAward01Icon = Convert.ToString(sheet["ListAward01Icon"][i]); data.ListAward01Des = Convert.ToString(sheet["ListAward01Des"][i]); data.ListAward02Icon = Convert.ToString(sheet["ListAward02Icon"][i]); data.ListAward02Des = Convert.ToString(sheet["ListAward02Des"][i]); tempList.Add(data); } CreateConfigDataBase(tempList); } }
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromPath) { if (CheckResModified(importedAssets) || CheckResModified(deletedAssets) || CheckResModified(movedAssets)) { string path = System.IO.Path.Combine(EW_RESOURCE_SKILL_CONFIG_FOLDER, "PlayerPassiveSkill.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Bullet data file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <PassiveSkillData> tempList = new List <PassiveSkillData>(); for (int i = 2; i < levelIds.Length; i++) { PassiveSkillData data = new PassiveSkillData(); data.SkillID = Convert.ToInt32(sheet["SkillID"][i]); data.SkillLevel = Convert.ToInt32(sheet["SkillLevel"][i]); data.MaxLevel = Convert.ToInt32(sheet["MaxLevel"][i]); data.SkillName = Convert.ToString(sheet["SkillName"][i]); data.SkillIcon = Convert.ToString(sheet["SkillIcon"][i]); data.SkillDis = Convert.ToString(sheet["SkillDis"][i]); string iconPath = System.IO.Path.Combine(SkillIconPrefabPath, data.SkillIcon + ".prefab"); data.SkillIconPrefab = AssetDatabase.LoadAssetAtPath(iconPath, typeof(GameObject)) as GameObject; tempList.Add(data); } CreateBulletDataBase(tempList); } } }
private static void NPCSpecialPostprocess() { string path = System.IO.Path.Combine(RESOURCE_NPC_CONFIG_FOLDER, "NPCSpecial.xml"); TextReader tr = new StreamReader(path); string text = tr.ReadToEnd(); if (text == null) { Debug.LogError("Special config file not exist"); return; } else { XmlSpreadSheetReader.ReadSheet(text); XmlSpreadSheet sheet = XmlSpreadSheetReader.Output; string[] keys = XmlSpreadSheetReader.Keys; object[] levelIds = sheet[keys[0]]; List <NPCSpecialConfigData> tempList = new List <NPCSpecialConfigData>(); for (int i = 0; i < levelIds.Length; i++) { if (0 == i || 1 == i) { continue; } NPCSpecialConfigData data = new NPCSpecialConfigData(); data._NPCID = Convert.ToInt32(sheet["NpcID"][i]); data._FunctionDesc = Convert.ToString(sheet["FunctionDesc"][i]); data._FunctionType = Convert.ToInt32(sheet["FunctionType"][i]); data.Parameters = Convert.ToInt32(sheet["Parameters"][i]); data.ShopIcon = Convert.ToString(sheet["ShopIcon"][i]); data.ShopTitle = Convert.ToString(sheet["ShopTitle"][i]); //string prefabpath = Convert.ToString(sheet["NpcPrefabPath"][i]); //string pathRes = System.IO.Path.Combine(ASSET_ECTYPE_RES_CONFIG_FOLDER, prefabpath + ".prefab"); //data._NPCPrefab = (GameObject)AssetDatabase.LoadAssetAtPath(pathRes, typeof(GameObject)); tempList.Add(data); } CreateNPCSpecialConfigDataBase(tempList); } }