/// <summary> /// 输出文件 /// </summary> private void Output() { //检出输出目录 if (!Directory.Exists(cache.configOutputFolder)) { Directory.CreateDirectory(cache.configOutputFolder); } //源 List <Source> sources = GetSources(); //生产Configs ConfigGenerator.Generate(sources, cache.configOutputFolder); //生产SerializableSet SerializableSetGenerator.Generate(sources, cache.configOutputFolder); //生产Deserializer DeserializerGenerator.Generate(sources, cache.configOutputFolder); //刷新 AssetDatabase.Refresh(); //等待序列化 if (EditorApplication.isCompiling) { waitingForSerialize = true; Debug.Log("输出完成,正在等待Unity编译后序列化数据..."); } else { Serialize(); } }
/// <summary> /// 输出文件 /// </summary> private void Output() { //检出输出目录 if (!Directory.Exists(cache.configOutputFolder)) { Directory.CreateDirectory(cache.configOutputFolder); } if (!Directory.Exists(cache.serializerOutputFolder)) { Directory.CreateDirectory(cache.serializerOutputFolder); } //获取源 List <SheetSource> sheets; //表格 List <StructSource> structs; //结构 GetSources(out sheets, out structs); if (sheets.Count == 0 && structs.Count == 0) { Debug.LogError(cache.sourceFolder + "没有找到任何文件!"); return; } SheetGenerator.Generate(sheets, cache.configOutputFolder); //生产Configs StructGenerator.Generate(structs, cache.configOutputFolder); //生成Jsons //生产SerializableSet SerializableSetGenerator.Generate(sheets, structs, cache.serializerOutputFolder); //生产Deserializer DeserializerGenerator.Generate(sheets, structs, cache.serializerOutputFolder); //刷新 AssetDatabase.Refresh(); //等待序列化 if (EditorApplication.isCompiling) { waitingForSerialize = true; Debug.Log("输出完成,正在等待Unity编译后序列化数据..."); } else { Serialize(); } }