static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { foreach (string asset in importedAssets) { if (!filePath.Equals(asset)) { continue; } Entity_StatusPoint data = (Entity_StatusPoint)AssetDatabase.LoadAssetAtPath(exportPath, typeof(Entity_StatusPoint)); if (data == null) { data = ScriptableObject.CreateInstance <Entity_StatusPoint> (); AssetDatabase.CreateAsset((ScriptableObject)data, exportPath); data.hideFlags = HideFlags.NotEditable; } data.sheets.Clear(); using (FileStream stream = File.Open(filePath, FileMode.Open, FileAccess.Read)) { IWorkbook book = new HSSFWorkbook(stream); foreach (string sheetName in sheetNames) { ISheet sheet = book.GetSheet(sheetName); if (sheet == null) { Debug.LogError("[QuestData] sheet not found:" + sheetName); continue; } Entity_StatusPoint.Sheet s = new Entity_StatusPoint.Sheet(); s.name = sheetName; for (int i = 1; i <= sheet.LastRowNum; i++) { IRow row = sheet.GetRow(i); ICell cell = null; Entity_StatusPoint.Param p = new Entity_StatusPoint.Param(); cell = row.GetCell(0); p.HP = (float)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(1); p.SP = (float)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(2); p.Attack = (float)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(3); p.MagicAttack = (float)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(4); p.Defense = (float)(cell == null ? 0 : cell.NumericCellValue); cell = row.GetCell(5); p.MagicDefense = (float)(cell == null ? 0 : cell.NumericCellValue); s.list.Add(p); } data.sheets.Add(s); } } ScriptableObject obj = AssetDatabase.LoadAssetAtPath(exportPath, typeof(ScriptableObject)) as ScriptableObject; EditorUtility.SetDirty(obj); } }
/// <summary> /// Constractor. /// </summary> static PlayerStatus() { Debug.Log("PlayerStates class Constractor"); // プレイヤーのステータスを格納する変数の領域を確保 playerData = new PlayerData(); // コンフィグファイルを格納する変数の領域を確保 environmentalSaveData = new EnvironmentalSaveData(); // ステータスアップによって(ry level_status = Resources.Load <Entity_StatusPoint>("Player/Status/Status_Level"); // 初期ステータスを読み込む firstStatus = Resources.Load <Entity_FirstStatus>("Player/Status/FirstStatus"); // 初期化する PlayerStatus.Init(); }
/// <summary> /// Constractor. /// </summary> static PlayerStatus() { Debug.Log("PlayerStates class Constractor"); // プレイヤーのステータスを格納する変数の領域を確保 playerData = new PlayerData(); // コンフィグファイルを格納する変数の領域を確保 environmentalSaveData = new EnvironmentalSaveData(); // ステータスアップによって(ry level_status = Resources.Load<Entity_StatusPoint>("Player/Status/Status_Level"); // 初期ステータスを読み込む firstStatus = Resources.Load<Entity_FirstStatus>("Player/Status/FirstStatus"); // 初期化する PlayerStatus.Init(); }