/// <summary> /// 武器的导入 /// </summary> /// <param name="target"></param> /// <param name="workbook"></param> private void Weapon(dynamic workbook) { if (Directory.Exists(XmlFolderPicker.SelectedPathOrFileName + "\\Weapon\\")) { Directory.Delete(XmlFolderPicker.SelectedPathOrFileName + "\\Weapon\\", true); } Directory.CreateDirectory(XmlFolderPicker.SelectedPathOrFileName + "\\Weapon\\"); //武器的导入 dynamic worksheet = workbook.Sheets(3); int rowCount = 4; while (!String.IsNullOrEmpty(worksheet.Cells(rowCount, 2).Text)) { Engine.Card.WeaponCard Weapon = new Engine.Card.WeaponCard(); Weapon.序列号 = worksheet.Cells(rowCount, 2).Text; Weapon.名称 = worksheet.Cells(rowCount, 3).Text; Weapon.描述 = worksheet.Cells(rowCount, 4).Text; Weapon.职业 = CardUtility.GetEnum<Engine.Utility.CardUtility.ClassEnum>(worksheet.Cells(rowCount, 5).Text, Engine.Utility.CardUtility.ClassEnum.中立); Weapon.使用成本 = CardUtility.GetInt(worksheet.Cells(rowCount, 7).Text); Weapon.使用成本 = Weapon.使用成本; Weapon.攻击力 = CardUtility.GetInt(worksheet.Cells(rowCount, 8).Text); Weapon.耐久度 = CardUtility.GetInt(worksheet.Cells(rowCount, 9).Text); Weapon.Rare = CardUtility.GetEnum<Engine.Card.CardBasicInfo.稀有程度>(worksheet.Cells(rowCount, 12).Text, CardBasicInfo.稀有程度.白色); Weapon.是否启用 = !String.IsNullOrEmpty(worksheet.Cells(rowCount, 13).Text); XmlSerializer xml = new XmlSerializer(typeof(Engine.Card.WeaponCard)); String XmlFilename = XmlFolderPicker.SelectedPathOrFileName + "\\Weapon\\" + Weapon.序列号 + ".xml"; xml.Serialize(new StreamWriter(XmlFilename), Weapon); rowCount++; } }
/// <summary> /// 武器的导入 /// </summary> /// <param name="target"></param> /// <param name="workbook"></param> private void Weapon(dynamic workbook) { if (Directory.Exists(ExportFolderPicker.SelectedPathOrFileName + "\\Weapon\\")) { Directory.Delete(ExportFolderPicker.SelectedPathOrFileName + "\\Weapon\\", true); } Directory.CreateDirectory(ExportFolderPicker.SelectedPathOrFileName + "\\Weapon\\"); //武器的导入 dynamic worksheet = workbook.Sheets(3); int rowCount = 4; while (!string.IsNullOrEmpty(worksheet.Cells(rowCount, 2).Text)) { WeaponCard Weapon = new WeaponCard(); Weapon.序列号 = worksheet.Cells(rowCount, 2).Text; Weapon.名称 = worksheet.Cells(rowCount, 3).Text; Weapon.描述 = worksheet.Cells(rowCount, 4).Text; Weapon.职业 = CSharpUtility.GetEnum<CardUtility.职业枚举>(worksheet.Cells(rowCount, 5).Text, CardUtility.职业枚举.中立); Weapon.使用成本 = CSharpUtility.GetInt(worksheet.Cells(rowCount, 7).Text); Weapon.攻击力 = CSharpUtility.GetInt(worksheet.Cells(rowCount, 8).Text); Weapon.耐久度 = CSharpUtility.GetInt(worksheet.Cells(rowCount, 9).Text); Weapon.稀有程度 = CSharpUtility.GetEnum<CardBasicInfo.稀有程度枚举>(worksheet.Cells(rowCount, 12).Text, CardBasicInfo.稀有程度枚举.白色); Weapon.是否启用 = !string.IsNullOrEmpty(worksheet.Cells(rowCount, 13).Text); switch (exportType) { case SystemManager.ExportType.XML: XmlSerializer xml = new XmlSerializer(typeof(WeaponCard)); string XmlFilename = ExportFolderPicker.SelectedPathOrFileName + "\\Weapon\\" + Weapon.序列号 + ".xml"; xml.Serialize(new StreamWriter(XmlFilename), Weapon); break; case SystemManager.ExportType.JSON: string JSonFilename = ExportFolderPicker.SelectedPathOrFileName + "\\Weapon\\" + Weapon.序列号 + ".json"; StreamWriter json = new StreamWriter(JSonFilename); json.Write(Weapon.ToJson()); json.Close(); break; default: break; } rowCount++; } }