当前位置:网站首页>[unity] upgraded version · Excel data analysis, automatically create corresponding C classes, automatically create scriptableobject generation classes, and automatically serialize asset files
[unity] upgraded version · Excel data analysis, automatically create corresponding C classes, automatically create scriptableobject generation classes, and automatically serialize asset files
2022-07-06 22:50:00 【InfoQ】
Realization function :
- Automatically create inheritance ScriptableObject Of C# Data class , Every one of them Excel The data of , Have corresponding fields Get function ;
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- Automatically create each Excel Of Asset Generate classes and generate functions , Used to automatically generate Asset file
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- use Asset Automatic serialization of generated classes Excel Data to Asset file , It can be loaded and used directly when the project is running
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Realization principle :
Excel Configuration format :
- The first 1 Lines correspond to special marks ( Validity can be set , Specify the file to create )
- The first 2 The line corresponds to the Chinese description ( As a first 3 Comments for line fields )
- The first 3 Row corresponding field name ( Automatically created field name )
- The first 4 The row corresponds to the field type ( Automatically created field types , One to one correspondence with field name )
- The first 5 Row and subsequent corresponding field values ( All the data , Analyze in behavioral units 、 Save the data )
- The fixed fields in the first column are "id", Is the index of each line of data in the code Key
Excel Annotation operations :
- Field name line , Add "//", You can annotate this field , Will not parse to C# class ;
- Add "//", You can annotate a line of data , It won't be saved to Asset In file ;
- Comments can be used to add a description line , Or eliminate the specified useless data .
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Generated C# Class format :
Row data class , Corresponding to each row of data :
[Serializable]
public class TestConfigExcelItem : ExcelItemBase
{
/// <summary>
/// data id
/// </summary>>
public int id;
/// <summary>
/// character string
/// </summary>>
public string testString;
/// <summary>
/// Int
/// </summary>>
public int testInt;
/// <summary>
/// Float
/// </summary>>
public float testFloat;
}
Complete data class , Contains all rows of data 、 Initialization function 、Get function :
public class TestConfigExcelData : ExcelDataBase<TestConfigExcelItem>
{
public TestConfigExcelItem[] items;
public Dictionary<int,TestConfigExcelItem> itemDic = new Dictionary<int,TestConfigExcelItem>();
public void Init()
{
itemDic.Clear();
if(items != null && items.Length > 0)
{
for(int i = 0; i < items.Length; i++)
{
itemDic.Add(items[i].id, items[i]);
}
}
}
public TestConfigExcelItem GetTestConfigExcelItem(int id)
{
if(itemDic.ContainsKey(id))
return itemDic[id];
else
return null;
}
#region --- Get Method ---
public string GetTestString(int id)
{
var item = GetTestConfigExcelItem(id);
if(item == null)
return default;
return item.testString;
}
// ··· ···
#endregion
}
Currently supported data structures :
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because Unity Cannot serialize a two-dimensional array , Here it is changed to a one-dimensional array + Structure is realized :
[Serializable]
public struct StringArr
{
public string[] array;
}
// Two dimensional array representation : StringArr[]
Asset Data files :
In the process of automatically generating data C# Class time , Will be generated synchronously Asset File creation class , For automatic creation of Asset File and serialize data .
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advantage :
- After data modification, you only need to regenerate with one click
- Every Excel Corresponding to a class , Flexible use , Yes Excel Less restrictions
- Automatically create C# class , There is no need for each Excel Write code manually , Each data corresponds to a field , There is no need to unpack and decorate
- Automatically create ScriptableObject Of Asset file , Automatically serialize data , Convenient view , You can manually modify and adjust , There is no need to change every time Excel In the operation
- Read directly in the game Asset Of ScriptableObject Subclass , No need for extra operation , The business layer directly accesses data fields
Usage method :
- Configure in standard format Excel
- One click generation C# class 、Asset file
- The project runtime loads Asset resources , call Init initialization ,Get Function to get the corresponding field value
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Complete code :
Expand Unity Editor window :
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
using System.Linq;
public class BuildExcelWindow : EditorWindow
{
[MenuItem("MyTools/Excel Window",priority = 100)]
public static void ShowReadExcelWindow()
{
BuildExcelWindow window = GetWindow<BuildExcelWindow>(true);
window.Show();
window.minSize = new Vector2(475,475);
}
//Excel Read path , Absolute path , Put it in Assets Peer path
private static string excelReadAbsolutePath;
// Automatic generation C# Class file path , Absolute path
private static string scriptSaveAbsolutePath;
private static string scriptSaveRelativePath;
// Automatic generation Asset File path , Relative paths
private static string assetSaveRelativePath;
private List<string> fileNameList = new List<string>();
private List<string> filePathList = new List<string>();
private void Awake()
{
titleContent.text = "Excel Configuration table read ";
excelReadAbsolutePath = Application.dataPath.Replace("Assets","Excel");
scriptSaveAbsolutePath = Application.dataPath + CheckEditorPath("/Script/Excel/AutoCreateCSCode");
scriptSaveRelativePath = CheckEditorPath("Assets/Script/Excel/AutoCreateCSCode");
assetSaveRelativePath = CheckEditorPath("Assets/AssetData/Excel/AutoCreateAsset");
}
private void OnEnable()
{
RefreshExcelFile();
}
private void OnDisable()
{
fileNameList.Clear();
filePathList.Clear();
}
private Vector2 scrollPosition = Vector2.zero;
private void OnGUI()
{
GUILayout.Space(10);
scrollPosition = GUILayout.BeginScrollView(scrollPosition,GUILayout.Width(position.width),GUILayout.Height(position.height));
// Show the way
GUILayout.BeginHorizontal(GUILayout.Height(20));
if(GUILayout.Button("Excel Read path ",GUILayout.Width(100)))
{
EditorUtility.OpenWithDefaultApp(excelReadAbsolutePath);
Debug.Log(excelReadAbsolutePath);
}
if(GUILayout.Button("Script Save the path ",GUILayout.Width(100)))
{
SelectObject(scriptSaveRelativePath);
}
if(GUILayout.Button("Asset Save the path ",GUILayout.Width(100)))
{
SelectObject(assetSaveRelativePath);
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
//Excel list
GUILayout.Label("Excel list :");
for(int i = 0; i < fileNameList.Count; i++)
{
GUILayout.BeginHorizontal("Box",GUILayout.Height(40));
GUILayout.Label($"{i}:","Titlebar Foldout",GUILayout.Width(30),GUILayout.Height(35));
GUILayout.Box(fileNameList[i],"MeTransitionBlock",GUILayout.MinWidth(200),GUILayout.Height(35));
GUILayout.Space(10);
// Generate CS Code
if(GUILayout.Button("Create Script",GUILayout.Width(100),GUILayout.Height(30)))
{
ExcelDataReader.ReadOneExcelToCode(filePathList[i],scriptSaveAbsolutePath);
}
// Generate Asset file
if(GUILayout.Button("Create Asset",GUILayout.Width(100),GUILayout.Height(30)))
{
ExcelDataReader.CreateOneExcelAsset(filePathList[i],assetSaveRelativePath);
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
}
GUILayout.Space(10);
// One click processing all Excel
GUILayout.Label(" One click operation :");
GUILayout.BeginHorizontal("Box",GUILayout.Height(40));
GUILayout.Label("all","Titlebar Foldout",GUILayout.Width(30),GUILayout.Height(35));
GUILayout.Box("All Excel","MeTransitionBlock",GUILayout.MinWidth(200),GUILayout.Height(35));
GUILayout.Space(10);
if(GUILayout.Button("Create Script",GUILayout.Width(100),GUILayout.Height(30)))
{
ExcelDataReader.ReadAllExcelToCode(excelReadAbsolutePath,scriptSaveAbsolutePath);
}
if(GUILayout.Button("Create Asset",GUILayout.Width(100),GUILayout.Height(30)))
{
ExcelDataReader.CreateAllExcelAsset(excelReadAbsolutePath,assetSaveRelativePath);
}
GUILayout.EndHorizontal();
//
GUILayout.Space(20);
//
GUILayout.EndScrollView();
}
// Read the... Under the specified path Excel file name
private void RefreshExcelFile()
{
fileNameList.Clear();
filePathList.Clear();
if(!Directory.Exists(excelReadAbsolutePath))
{
Debug.LogError(" Invalid path :" + excelReadAbsolutePath);
return;
}
string[] excelFileFullPaths = Directory.GetFiles(excelReadAbsolutePath,"*.xlsx");
if(excelFileFullPaths == null || excelFileFullPaths.Length == 0)
{
Debug.LogError(excelReadAbsolutePath + " Not found under path Excel file ");
return;
}
filePathList.AddRange(excelFileFullPaths);
for(int i = 0; i < filePathList.Count; i++)
{
fileNameList.Add(Path.GetFileName(filePathList[i]));
}
Debug.Log(" find Excel file :" + fileNameList.Count + " individual ");
}
private void SelectObject(string targetPath)
{
Object targetObj = AssetDatabase.LoadAssetAtPath<Object>(targetPath);
EditorGUIUtility.PingObject(targetObj);
Selection.activeObject = targetObj;
Debug.Log(targetPath);
}
private static string CheckEditorPath(string path)
{
#if UNITY_EDITOR_WIN
return path.Replace("/","\\");
#elif UNITY_EDITOR_OSX
return path.Replace("\\","/");
#else
return path;
#endif
}
}
Excel Data reading class :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using Excel;
using System.Reflection;
using System;
using System.Linq;
public class ExcelDataReader
{
//Excel The first 1 Lines correspond to special marks
private const int specialSignRow = 0;
//Excel The first 2 The line corresponds to the Chinese description
private const int excelNodeRow = 1;
//Excel The first 3 Row corresponding field name
private const int excelNameRow = 2;
//Excel The first 4 The row corresponds to the field type
private const int excelTypeRow = 3;
//Excel The first 5 Row and subsequent corresponding field values
private const int excelDataRow = 4;
// Mark comment lines / Column
private const string annotationSign = "//";
#region --- Read Excel ---
// establish Excel Corresponding C# class
public static void ReadAllExcelToCode(string allExcelPath,string codeSavePath)
{
// Read all Excel file
// The full name of the file in the specified directory that matches the specified search pattern and options ( Inclusion path ) Array of ; If no files are found , Is an empty array .
string[] excelFileFullPaths = Directory.GetFiles(allExcelPath,"*.xlsx");
if(excelFileFullPaths == null || excelFileFullPaths.Length == 0)
{
Debug.Log("Excel file count == 0");
return;
}
// Traverse all of Excel, establish C# class
for(int i = 0; i < excelFileFullPaths.Length; i++)
{
ReadOneExcelToCode(excelFileFullPaths[i],codeSavePath);
}
}
// establish Excel Corresponding C# class
public static void ReadOneExcelToCode(string excelFullPath,string codeSavePath)
{
// analysis Excel Get intermediate data
ExcelMediumData excelMediumData = CreateClassCodeByExcelPath(excelFullPath);
if(excelMediumData == null)
{
Debug.LogError($" Read Excel Failure : {excelFullPath}");
return;
}
if(!excelMediumData.isValid)
{
Debug.LogError($" Read Excel Failure ,Excel Mark failure : {excelMediumData.excelName}");
return;
}
if(!excelMediumData.isCreateCSharp && !excelMediumData.isCreateAssignment)
{
Debug.LogError($" Read Excel Failure ,Excel Generation of CSCode : {excelMediumData.excelName}");
return;
}
// Generate... From data C# Script
string classCodeStr = ExcelCodeCreater.CreateCodeStrByExcelData(excelMediumData);
if(string.IsNullOrEmpty(classCodeStr))
{
Debug.LogError($" analysis Excel Failure : {excelMediumData.excelName}");
return;
}
// Check the export path
if(!Directory.Exists(codeSavePath))
Directory.CreateDirectory(codeSavePath);
// Class name
string codeFileName = excelMediumData.excelName + "ExcelData";
// Writing documents , Generate CS Class file
StreamWriter sw = new StreamWriter($"{codeSavePath}/{codeFileName}.cs");
sw.WriteLine(classCodeStr);
sw.Close();
//
UnityEditor.AssetDatabase.SaveAssets();
UnityEditor.AssetDatabase.Refresh();
//
Debug.Log($" Generate Excel Of CS success : {excelMediumData.excelName}");
}
#endregion
#region --- Create Asset ---
// establish Excel Corresponding Asset Data files
public static void CreateAllExcelAsset(string allExcelPath,string assetSavePath)
{
// Read all Excel file
// The full name of the file in the specified directory that matches the specified search pattern and options ( Inclusion path ) Array of ; If no files are found , Is an empty array .
string[] excelFileFullPaths = Directory.GetFiles(allExcelPath,"*.xlsx");
if(excelFileFullPaths == null || excelFileFullPaths.Length == 0)
{
Debug.Log("Excel file count == 0");
return;
}
// Traverse all of Excel, establish Asset
for(int i = 0; i < excelFileFullPaths.Length; i++)
{
CreateOneExcelAsset(excelFileFullPaths[i],assetSavePath);
}
}
// establish Excel Corresponding Asset Data files
public static void CreateOneExcelAsset(string excelFullPath,string assetSavePath)
{
// analysis Excel Get intermediate data
ExcelMediumData excelMediumData = CreateClassCodeByExcelPath(excelFullPath);
if(excelMediumData == null)
{
Debug.LogError($" Read Excel Failure : {excelFullPath}");
return;
}
if(!excelMediumData.isValid)
{
Debug.LogError($" Read Excel Failure ,Excel Mark failure : {excelMediumData.excelName}");
return;
}
if(!excelMediumData.isCreateAsset)
{
Debug.LogError($" Read Excel Failure ,Excel Generation of Asset : {excelMediumData.excelName}");
return;
}
//// Get the current assembly
//Assembly assembly = Assembly.GetExecutingAssembly();
//// Create an instance of a class , Return to object type , A cast is required ,assembly.CreateInstance(" The fully qualified name of the class ( Including the namespace )");
//object class0bj = assembly.CreateInstance(excelMediumData.excelName + "Assignment",true);
// You must traverse all assemblies to get the type . The current in Assembly-CSharp-Editor in , The target type is Assembly-CSharp in , Different programs will not be able to get types
Type assignmentType = null;
string assetAssignmentName = excelMediumData.excelName + "AssetAssignment";
foreach(var asm in AppDomain.CurrentDomain.GetAssemblies())
{
// Find the target type
Type tempType = asm.GetType(assetAssignmentName);
if(tempType != null)
{
assignmentType = tempType;
break;
}
}
if(assignmentType == null)
{
Debug.LogError($" Creation boundary Asset Failure , Not found Asset Generating classes : {excelMediumData.excelName}");
return;
}
// Reflection acquisition method
MethodInfo methodInfo = assignmentType.GetMethod("CreateAsset");
if(methodInfo == null)
{
if(assignmentType == null)
{
Debug.LogError($" Creation boundary Asset Failure , Not found Asset Create a function : {excelMediumData.excelName}");
return;
}
}
methodInfo.Invoke(null,new object[] { excelMediumData,assetSavePath });
// establish Asset File successfully
Debug.Log($" Generate Excel Of Asset success : {excelMediumData.excelName}");
}
#endregion
#region --- private ---
// analysis Excel, Create intermediate data
private static ExcelMediumData CreateClassCodeByExcelPath(string excelFileFullPath)
{
if(string.IsNullOrEmpty(excelFileFullPath))
return null;
excelFileFullPath = excelFileFullPath.Replace("\\","/");
// Read Excel
FileStream stream = File.Open(excelFileFullPath,FileMode.Open,FileAccess.Read);
if(stream == null)
return null;
// analysis Excel
IExcelDataReader excelReader = ExcelReaderFactory.CreateOpenXmlReader(stream);
// Invalid Excel
if(excelReader == null || !excelReader.IsValid)
{
Debug.Log("Invalid excel : " + excelFileFullPath);
return null;
}
Debug.Log(" Start parsing Excel : " + excelReader.Name);
// Record Excel data
ExcelMediumData excelMediumData = new ExcelMediumData();
//Excel name
excelMediumData.excelName = excelReader.Name;
// Currently traversed rows
int curRowIndex = 0;
// Start reading , Go through... By line
while(excelReader.Read())
{
// No data is read in this line , Treat as invalid row data
if(excelReader.FieldCount <= 0)
{
curRowIndex++;
continue;
}
// Read the complete data of each row
string[] datas = new string[excelReader.FieldCount];
for(int j = 0; j < excelReader.FieldCount; ++j)
{
// You can directly read the specified type of data , However, only limited data types are supported , Read uniformly here string, Then data conversion
//excelReader.GetInt32(j); excelReader.GetFloat(j);
// Read every cell data
datas[j] = excelReader.GetString(j);
}
switch(curRowIndex)
{
case specialSignRow:
// Special mark line
string specialSignStr = datas[0];
if(specialSignStr.Length >= 4)
{
excelMediumData.isValid = specialSignStr[0] == 'T';
excelMediumData.isCreateCSharp = specialSignStr[1] == 'T';
excelMediumData.isCreateAssignment = specialSignStr[2] == 'T';
excelMediumData.isCreateAsset = specialSignStr[3] == 'T';
}
else
{
Debug.LogError(" Not resolved to special tag ");
}
break;
case excelNodeRow:
// Data comment line
excelMediumData.propertyNodeArray = datas;
break;
case excelNameRow:
// Data name row
excelMediumData.propertyNameArray = datas;
// Comment column number
for(int i = 0; i < datas.Length; i++)
{
if(string.IsNullOrEmpty(datas[i]) || datas[i].StartsWith(annotationSign))
excelMediumData.annotationColList.Add(i);
}
break;
case excelTypeRow:
// Data type row
excelMediumData.propertyTypeArray = datas;
break;
default:
// Data content line
excelMediumData.allRowItemList.Add(datas);
// Comment line number
if(string.IsNullOrEmpty(datas[0]) || datas[0].StartsWith(annotationSign))
excelMediumData.annotationRowList.Add(excelMediumData.allRowItemList.Count - 1);
break;
}
//
curRowIndex++;
}
if(CheckExcelMediumData(ref excelMediumData))
{
Debug.Log(" Read Excel success ");
return excelMediumData;
}
else
{
Debug.LogError(" Read Excel Failure ");
return null;
}
}
// check Excel data
private static bool CheckExcelMediumData(ref ExcelMediumData mediumData)
{
if(mediumData == null)
return false;
// Check data validity
if(!mediumData.isValid)
{
Debug.LogError("Excel Marked invalid ");
return false;
}
if(string.IsNullOrEmpty(mediumData.excelName))
{
Debug.LogError("Excel The name is empty. ");
return false;
}
if(mediumData.propertyNameArray == null || mediumData.propertyNameArray.Length == 0)
{
Debug.LogError(" Data name not resolved ");
return false;
}
if(mediumData.propertyTypeArray == null || mediumData.propertyTypeArray.Length == 0)
{
Debug.LogError(" Not resolved to data type ");
return false;
}
if(mediumData.propertyNameArray.Length != mediumData.propertyTypeArray.Length)
{
Debug.LogError(" The data name is inconsistent with the number of data types ");
return false;
}
if(mediumData.allRowItemList.Count == 0)
{
Debug.LogError(" The data content is empty ");
return false;
}
if(mediumData.propertyNameArray[0] != "id")
{
Debug.LogError(" The first field must be id Field ");
return false;
}
return true;
}
#endregion
}
C# Code generation class :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Text;
using System.Linq;
using System;
public class ExcelCodeCreater
{
// Create code , Generate the data C# class
public static string CreateCodeStrByExcelData(ExcelMediumData excelMediumData)
{
if(excelMediumData == null)
return null;
// Row data class name
string itemClassName = excelMediumData.excelName + "ExcelItem";
// Overall data class name
string dataClassName = excelMediumData.excelName + "ExcelData";
// Start generating classes
StringBuilder classSource = new StringBuilder();
classSource.AppendLine("/*Auto Create, Don't Edit !!!*/");
classSource.AppendLine();
// Add reference
classSource.AppendLine("using UnityEngine;");
classSource.AppendLine("using System.Collections.Generic;");
classSource.AppendLine("using System;");
classSource.AppendLine("using System.IO;");
classSource.AppendLine();
// Generate CSharp Data class
if(excelMediumData.isCreateCSharp)
{
// Generate row data class , Record each line of data
classSource.AppendLine(CreateExcelRowItemClass(itemClassName,excelMediumData));
classSource.AppendLine();
// Generate overall data class , Record the whole Excel All rows of data
classSource.AppendLine(CreateExcelAllDataClass(dataClassName,itemClassName,excelMediumData));
classSource.AppendLine();
}
// Generate Asset Create a class
if(excelMediumData.isCreateAssignment)
{
// Generate Asset Operation class , For automatic creation of Excel Corresponding Asset File and assign
classSource.AppendLine(CreateExcelAssetClass(excelMediumData));
classSource.AppendLine();
}
//
return classSource.ToString();
}
//----------
// Generate row data class
private static string CreateExcelRowItemClass(string itemClassName,ExcelMediumData excelMediumData)
{
// Generate Excel Row data class
StringBuilder classSource = new StringBuilder();
// Class name
classSource.AppendLine("[Serializable]");
classSource.AppendLine($"public class {itemClassName} : ExcelItemBase");
classSource.AppendLine("{");
// Declare all fields
for(int i = 0; i < excelMediumData.propertyNameArray.Length; i++)
{
// Skip comment field
if(excelMediumData.annotationColList.Contains(i))
continue;
// Add notes
if(i < excelMediumData.propertyNodeArray.Length)
{
string propertyNode = excelMediumData.propertyNodeArray[i];
if(!string.IsNullOrEmpty(propertyNode))
{
classSource.AppendLine("\t/// <summary>");
classSource.AppendLine($"\t/// {propertyNode}");
classSource.AppendLine("\t/// </summary>>");
}
}
// Declare the fields of the row data class
string propertyName = excelMediumData.propertyNameArray[i];
string propertyType = excelMediumData.propertyTypeArray[i];
string typeStr = GetPropertyType(propertyType);
classSource.AppendLine($"\tpublic {typeStr} {propertyName};");
}
classSource.AppendLine("}");
return classSource.ToString();
}
//----------
// Generate overall data class
private static string CreateExcelAllDataClass(string dataClassName,string itemClassName,ExcelMediumData excelMediumData)
{
StringBuilder classSource = new StringBuilder();
// Class name
classSource.AppendLine($"public class {dataClassName} : ExcelDataBase<{itemClassName}>");
classSource.AppendLine("{");
// Declaration field , Row data class array
classSource.AppendLine($"\tpublic {itemClassName}[] items;");
classSource.AppendLine();
//id Field type
string idTypeStr = GetPropertyType(excelMediumData.propertyTypeArray[0]);
// Declaration Dictionary
classSource.AppendLine($"\tpublic Dictionary<{idTypeStr},{itemClassName}> itemDic = new Dictionary<{idTypeStr},{itemClassName}>();");
classSource.AppendLine();
// Field initialization method
classSource.AppendLine("\tpublic void Init()");
classSource.AppendLine("\t{");
classSource.AppendLine("\t\titemDic.Clear();");
classSource.AppendLine("\t\tif(items != null && items.Length > 0)");
classSource.AppendLine("\t\t{");
classSource.AppendLine("\t\t\tfor(int i = 0; i < items.Length; i++)");
classSource.AppendLine("\t\t\t{");
classSource.AppendLine("\t\t\t\titemDic.Add(items[i].id, items[i]);");
classSource.AppendLine("\t\t\t}");
classSource.AppendLine("\t\t}");
classSource.AppendLine("\t}");
classSource.AppendLine();
// Dictionary acquisition method
classSource.AppendLine($"\tpublic {itemClassName} Get{itemClassName}({idTypeStr} id)");
classSource.AppendLine("\t{");
classSource.AppendLine("\t\tif(itemDic.ContainsKey(id))");
classSource.AppendLine("\t\t\treturn itemDic[id];");
classSource.AppendLine("\t\telse");
classSource.AppendLine("\t\t\treturn null;");
classSource.AppendLine("\t}");
// Each field Get function
classSource.AppendLine("\t#region --- Get Method ---");
classSource.AppendLine();
for(int i = 1; i < excelMediumData.propertyNameArray.Length; i++)
{
if(excelMediumData.annotationColList.Contains(i))
continue;
string propertyName = excelMediumData.propertyNameArray[i];
string propertyType = excelMediumData.propertyTypeArray[i];
// Each field Get function
classSource.AppendLine(CreateCodePropertyMethod(itemClassName,idTypeStr,propertyName,propertyType));
}
classSource.AppendLine("\t#endregion");
classSource.AppendLine("}");
return classSource.ToString();
}
// The generated data field corresponds to Get Method
private static string CreateCodePropertyMethod(string itemClassName,string idTypeStr,string propertyName,string propertyType)
{
StringBuilder methodBuilder = new StringBuilder();
string itemNameStr = propertyName.FirstOrDefault().ToString().ToUpper() + propertyName.Substring(1);
string itemTypeStr = GetPropertyType(propertyType);
// Field Get function
methodBuilder.AppendLine($"\tpublic {itemTypeStr} Get{itemNameStr}({idTypeStr} id)");
methodBuilder.AppendLine("\t{");
methodBuilder.AppendLine($"\t\tvar item = Get{itemClassName}(id);");
methodBuilder.AppendLine("\t\tif(item == null)");
methodBuilder.AppendLine("\t\t\treturn default;");
methodBuilder.AppendLine($"\t\treturn item.{propertyName};");
methodBuilder.AppendLine("\t}");
// If it's a one-dimensional array
if(propertyType.Contains("[]"))
{
//typeStr:int[] or IntArr[] , Return value :int or IntArr
//string itemTypeStr1d = GetPropertyType(propertyType.Replace("[]",""));
string itemTypeStr1d = itemTypeStr.Replace("[]","");
methodBuilder.AppendLine($"\tpublic {itemTypeStr1d} Get{itemNameStr}({idTypeStr} id, int index)");
methodBuilder.AppendLine("\t{");
methodBuilder.AppendLine($"\t\tvar item0 = Get{itemClassName} (id);");
methodBuilder.AppendLine("\t\tif(item0 == null)");
methodBuilder.AppendLine("\t\t\treturn default;");
methodBuilder.AppendLine($"\t\tvar item1 = item0.{propertyName};");
methodBuilder.AppendLine("\t\tif(item1 == null || index < 0 || index >= item1.Length)");
methodBuilder.AppendLine("\t\t\treturn default;");
methodBuilder.AppendLine("\t\treturn item1[index];");
methodBuilder.AppendLine("\t}");
}
// If it's a two-dimensional array
if(propertyType.Contains("[][]"))
{
//propertyType:int[][], Return value :int
string itemTypeStr1d = GetPropertyType(propertyType.Replace("[][]",""));
methodBuilder.AppendLine($"\tpublic {itemTypeStr1d} Get{itemNameStr}({idTypeStr} id, int index1, int index2)");
methodBuilder.AppendLine("\t{");
methodBuilder.AppendLine($"\t\tvar item0 = Get{itemClassName}(id);");
methodBuilder.AppendLine("\t\tif(item0 == null)");
methodBuilder.AppendLine("\t\t\treturn default;");
methodBuilder.AppendLine($"\t\tvar item1 = item0.{propertyName};");
methodBuilder.AppendLine("\t\tif(item1 == null || index1 < 0 || index1 >= item1.Length)");
methodBuilder.AppendLine("\t\t\treturn default;");
methodBuilder.AppendLine("\t\tvar item2 = item1[index1];");
methodBuilder.AppendLine("\t\tif(item2.array == null || index2 < 0 || index2 >= item2.array.Length)");
methodBuilder.AppendLine("\t\t\treturn default;");
methodBuilder.AppendLine("\t\treturn item2.array[index2];");
methodBuilder.AppendLine("\t}");
}
//
return methodBuilder.ToString();
}
//----------
// Generate Asset Create a class
private static string CreateExcelAssetClass(ExcelMediumData excelMediumData)
{
string itemClassName = excelMediumData.excelName + "ExcelItem";
string dataClassName = excelMediumData.excelName + "ExcelData";
string assignmentClassName = excelMediumData.excelName + "AssetAssignment";
StringBuilder classSource = new StringBuilder();
classSource.AppendLine("#if UNITY_EDITOR");
// Class name
classSource.AppendLine($"public class {assignmentClassName}");
classSource.AppendLine("{");
// Method name
classSource.AppendLine("\tpublic static bool CreateAsset(ExcelMediumData excelMediumData, string excelAssetPath)");
// Method body , If necessary, you can join try/catch
classSource.AppendLine("\t{");
classSource.AppendLine("\t\tvar allRowItemDicList = excelMediumData.GetAllRowItemDicList();");
classSource.AppendLine("\t\tif(allRowItemDicList == null || allRowItemDicList.Count == 0)");
classSource.AppendLine("\t\t\treturn false;");
classSource.AppendLine();
classSource.AppendLine("\t\tint rowCount = allRowItemDicList.Count;");
classSource.AppendLine($"\t\t{dataClassName} excelDataAsset = ScriptableObject.CreateInstance<{dataClassName}>();");
classSource.AppendLine($"\t\texcelDataAsset.items = new {itemClassName}[rowCount];");
classSource.AppendLine();
classSource.AppendLine("\t\tfor(int i = 0; i < rowCount; i++)");
classSource.AppendLine("\t\t{");
classSource.AppendLine("\t\t\tvar itemRowDic = allRowItemDicList[i];");
classSource.AppendLine($"\t\t\texcelDataAsset.items[i] = new {itemClassName}();");
for(int i = 0; i < excelMediumData.propertyNameArray.Length; i++)
{
if(excelMediumData.annotationColList.Contains(i))
continue;
string propertyName = excelMediumData.propertyNameArray[i];
string propertyType = excelMediumData.propertyTypeArray[i];
classSource.Append($"\t\t\texcelDataAsset.items[i].{propertyName} = ");
classSource.Append(AssignmentCodeProperty(propertyName,propertyType));
classSource.AppendLine(";");
}
classSource.AppendLine("\t\t}");
classSource.AppendLine("\t\tif(!Directory.Exists(excelAssetPath))");
classSource.AppendLine("\t\t\tDirectory.CreateDirectory(excelAssetPath);");
classSource.AppendLine($"\t\tstring fullPath = Path.Combine(excelAssetPath,typeof({dataClassName}).Name) + \".asset\";");
classSource.AppendLine("\t\tUnityEditor.AssetDatabase.DeleteAsset(fullPath);");
classSource.AppendLine("\t\tUnityEditor.AssetDatabase.CreateAsset(excelDataAsset,fullPath);");
classSource.AppendLine("\t\tUnityEditor.AssetDatabase.Refresh();");
classSource.AppendLine("\t\treturn true;");
classSource.AppendLine("\t}");
//
classSource.AppendLine("}");
classSource.AppendLine("#endif");
return classSource.ToString();
}
// Statement Asset Operation field
private static string AssignmentCodeProperty(string propertyName,string propertyType)
{
string stringValue = $"itemRowDic[\"{propertyName}\"]";
string typeStr = GetPropertyType(propertyType);
switch(typeStr)
{
// Field
case "int":
return "StringUtility.StringToInt(" + stringValue + ")";
case "float":
return "StringUtility.StringToFloat(" + stringValue + ")";
case "bool":
return "StringUtility.StringToBool(" + stringValue + ")";
case "Vector2":
return "StringUtility.StringToVector2(" + stringValue + ")";
case "Vector3":
return "StringUtility.StringToVector3(" + stringValue + ")";
case "Vector2Int":
return "StringUtility.StringToVector2Int(" + stringValue + ")";
case "Vector3Int":
return "StringUtility.StringToVector3Int(" + stringValue + ")";
case "Color":
return "StringUtility.StringToColor(" + stringValue + ")";
case "Color32":
return "StringUtility.StringToColor32(" + stringValue + ")";
case "string":
return stringValue;
// A one-dimensional
case "int[]":
return "StringUtility.StringToIntArray(" + stringValue + ")";
case "float[]":
return "StringUtility.StringToFloatArray(" + stringValue + ")";
case "bool[]":
return "StringUtility.StringToBoolArray(" + stringValue + ")";
case "Vector2[]":
return "StringUtility.StringToVector2Array(" + stringValue + ")";
case "Vector3[]":
return "StringUtility.StringToVector3Array(" + stringValue + ")";
case "Vector2Int[]":
return "StringUtility.StringToVector2IntArray(" + stringValue + ")";
case "Vector3Int[]":
return "StringUtility.StringToVector3IntArray(" + stringValue + ")";
case "Color[]":
return "StringUtility.StringToColorArray(" + stringValue + ")";
case "Color32[]":
return "StringUtility.StringToColor32Array(" + stringValue + ")";
case "string[]":
return "StringUtility.StringToStringArray(" + stringValue + ")";
// A two-dimensional
case "IntArr[]":
return "StringUtility.StringToIntArray2D(" + stringValue + ")";
case "FloatArr[]":
return "StringUtility.StringToFloatArray2D(" + stringValue + ")";
case "BoolArr[]":
return "StringUtility.StringToBoolArray2D(" + stringValue + ")";
case "Vector2Arr[]":
return "StringUtility.StringToVector2Array2D(" + stringValue + ")";
case "Vector3Arr[]":
return "StringUtility.StringToVector3Array2D(" + stringValue + ")";
case "Vector2IntArr[]":
return "StringUtility.StringToVector2IntArray2D(" + stringValue + ")";
case "Vector3IntArr[]":
return "StringUtility.StringToVector3IntArray2D(" + stringValue + ")";
case "ColorArr[]":
return "StringUtility.StringToColorArray2D(" + stringValue + ")";
case "Color32Arr[]":
return "StringUtility.StringToColor32Array2D(" + stringValue + ")";
case "StringArr[]":
return "StringUtility.StringToStringArray2D(" + stringValue + ")";
default:
// enumeration
if(propertyType.StartsWith("enum"))
{
string enumType = propertyType.Split('|').FirstOrDefault();
string enumName = propertyType.Split('|').LastOrDefault();
if(enumType == "enum")
return "StringUtility.StringToEnum<" + enumName + ">(" + stringValue + ")";
else if(enumType == "enum[]")
return "StringUtility.StringToEnumArray<" + enumName + ">(" + stringValue + ")";
else if(enumType == "enum[][]")
return "StringUtility.StringToEnumArray2D<" + enumName + ">(" + stringValue + ")";
}
return stringValue;
}
}
// Determine the field type
private static string GetPropertyType(string propertyType)
{
string lowerType = propertyType.ToLower();
switch(lowerType)
{
case "int":
return "int";
case "int[]":
return "int[]";
case "int[][]":
return "IntArr[]";
case "float":
return "float";
case "float[]":
return "float[]";
case "float[][]":
return "FloatArr[]";
case "bool":
return "bool";
case "bool[]":
return "bool[]";
case "bool[][]":
return "BoolArr[]";
case "string":
return "string";
case "string[]":
return "string[]";
case "string[][]":
return "StringArr[]";
case "vector2":
return "Vector2";
case "vector2[]":
return "Vector2[]";
case "vector2[][]":
return "Vector2Arr[]";
case "vector2int":
return "Vector2Int";
case "vector2int[]":
return "Vector2Int[]";
case "vector2int[][]":
return "Vector2IntArr[]";
case "vector3":
return "Vector3";
case "vector3[]":
return "Vector3[]";
case "vector3[][]":
return "Vector3Arr[]";
case "vector3int":
return "Vector3Int";
case "vector3int[]":
return "Vector3Int[]";
case "vector3int[][]":
return "Vector3IntArr[]";
case "color":
return "Color";
case "color[]":
return "Color[]";
case "color[][]":
return "ColorArr[]";
case "color32":
return "Color32";
case "color32[]":
return "Color32[]";
case "color32[][]":
return "Color32Arr[]";
default:
if(propertyType.StartsWith("enum"))
{
string enumType = propertyType.Split('|').FirstOrDefault();
string enumName = propertyType.Split('|').LastOrDefault();
switch(enumType)
{
case "enum":
return enumName;
case "enum[]":
return $"{enumName}[]";
case "enum[][]":
return $"EnumArr<{enumName}>[]";
default:
break;
}
}
return "string";
}
}
}
Excel Data intermediate class :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//Excel Intermediate data
public class ExcelMediumData
{
//Excel name
public string excelName;
//Excel Whether it works
public bool isValid = false;
// Whether to generate CSharp Data class
public bool isCreateCSharp = false;
// Whether to generate Asset Create a class
public bool isCreateAssignment = false;
// Whether to generate Asset file
public bool isCreateAsset = false;
// Data annotation
public string[] propertyNodeArray = null;
// Data name
public string[] propertyNameArray = null;
// data type
public string[] propertyTypeArray = null;
//List< Data content of each line >
public List<string[]> allRowItemList = new List<string[]>();
// Comment line number
public List<int> annotationRowList = new List<int>();
// Comment column number
public List<int> annotationColList = new List<int>();
//List< Each line of data >,List<Dictionary< Cell field name , Cell field value >>
public List<Dictionary<string,string>> GetAllRowItemDicList()
{
if(propertyNameArray == null || propertyNameArray.Length == 0)
return null;
if(allRowItemList.Count == 0)
return null;
List<Dictionary<string,string>> allRowItemDicList = new List<Dictionary<string,string>>(allRowItemList.Count);
for(int i = 0; i < allRowItemList.Count; i++)
{
string[] rowArray = allRowItemList[i];
// Skip empty data
if(rowArray == null || rowArray.Length == 0)
continue;
// Skip annotation data
if(annotationRowList.Contains(i))
continue;
// Each line of data , Corresponding field name and field value
Dictionary<string,string> rowDic = new Dictionary<string,string>();
for(int j = 0; j < propertyNameArray.Length; j++)
{
// Skip comment field
if(annotationColList.Contains(j))
continue;
string propertyName = propertyNameArray[j];
string propertyValue = j < rowArray.Length ? rowArray[j] : null;
rowDic[propertyName] = propertyValue;
}
allRowItemDicList.Add(rowDic);
}
return allRowItemDicList;
}
}
Excel Data base class 、 The extension class :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System;
public class ExcelDataBase<T> : ScriptableObject where T : ExcelItemBase
{
}
public class ExcelItemBase
{
}
[Serializable]
public struct StringArr
{
public string[] array;
}
[Serializable]
public struct IntArr
{
public int[] array;
}
[Serializable]
public struct FloatArr
{
public float[] array;
}
[Serializable]
public struct BoolArr
{
public bool[] array;
}
[Serializable]
public struct Vector2Arr
{
public Vector2[] array;
}
[Serializable]
public struct Vector3Arr
{
public Vector3[] array;
}
[Serializable]
public struct Vector2IntArr
{
public Vector2Int[] array;
}
[Serializable]
public struct Vector3IntArr
{
public Vector3Int[] array;
}
[Serializable]
public struct ColorArr
{
public Color[] array;
}
[Serializable]
public struct Color32Arr
{
public Color32[] array;
}
//// Generic enumeration serialization is not supported
//[Serializable]
//public struct EnumArr<T> where T : Enum
//{
// public T[] array;
//}
String utility class :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Text.RegularExpressions;
using System;
using System.Text;
using System.Linq;
using System.Runtime.CompilerServices;
public static class StringUtility
{
#region --- AddColor ---
public static string AddColor(object obj,Color color)
{
return AddColor(obj,color);
}
public static string AddColor(this string str,Color color)
{
// Convert the color to 16 Base string , Add to rich text
return string.Format("<color=#{0}>{1}</color>",ColorUtility.ToHtmlStringRGBA(color),str);
}
public static string AddColor(string str1,string str2,Color color)
{
return AddColor(str1 + str2,color);
}
public static string AddColor(string str1,string str2,string str3,Color color)
{
return AddColor(str1 + str2 + str3,color);
}
#endregion
#region --- string length ---
/// <summary>
/// Reduce string length
/// </summary>
/// <param name="targetStr"></param>
/// <param name="targetLength"> Target length , English characters ==1, Chinese characters ==2</param>
/// <returns></returns>
public static string AbbrevStringWithinLength(string targetStr,int targetLength,string abbrevPostfix)
{
//C# Actual statistics : The length of a Chinese character ==1, English character length ==1
//UI Display requirements : The length of a Chinese character ==2, English character length ==1
// Calibration parameters
if(string.IsNullOrEmpty(targetStr) || targetLength <= 0)
return targetStr;
// String length * 2 <= Target length , Even if it is all Chinese, it is within the length range
if(targetStr.Length * 2 <= targetLength)
return targetStr;
// Traversal character
char[] chars = targetStr.ToCharArray();
int curLen = 0;
for(int i = 0; i < chars.Length; i++)
{
// Accumulate string length
if(chars[i] >= 0x4e00 && chars[i] <= 0x9fbb)
curLen += 2;
else
curLen += 1;
// If the cumulative length of the current position exceeds the target length , take 0~i-1, namely Substring(0,i)
if(curLen > targetLength)
return targetStr.Substring(0,i) + abbrevPostfix;
}
return targetStr;
}
#endregion
#region --- String To Array ---
//string
public static byte StringToByte(string valueStr)
{
byte value;
if(byte.TryParse(valueStr,out value))
return value;
else
return 0;
}
public static string[] StringToStringArray(string valueStr,char splitSign = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
return valueStr.Split(splitSign);
}
public static StringArr[] StringToStringArray2D(string valueStr,char splitSign1 = '&',char splitSign2 = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] strArr1 = valueStr.Split(splitSign1);
if(strArr1.Length == 0)
return null;
StringArr[] arrArr = new StringArr[strArr1.Length];
for(int i = 0; i < strArr1.Length; i++)
{
arrArr[i] = new StringArr()
{
array = strArr1[i].Split(splitSign2)
};
}
return arrArr;
}
//int
public static int StringToInt(string valueStr)
{
int value;
if(int.TryParse(valueStr,out value))
return value;
else
return 0;
}
public static int[] StringToIntArray(string valueStr,char splitSign = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] valueArr = valueStr.Split(splitSign);
if(valueArr == null || valueArr.Length == 0)
return null;
int[] intArr = new int[valueArr.Length];
for(int i = 0; i < valueArr.Length; i++)
{
intArr[i] = StringToInt(valueArr[i]);
}
return intArr;
}
public static IntArr[] StringToIntArray2D(string valueStr,char splitSign1 = '&',char splitSign2 = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] strArr1 = valueStr.Split(splitSign1);
if(strArr1.Length == 0)
return null;
IntArr[] arrArr = new IntArr[strArr1.Length];
for(int i = 0; i < strArr1.Length; i++)
{
arrArr[i] = new IntArr()
{
array = StringToIntArray(strArr1[i],splitSign2)
};
}
return arrArr;
}
//float
public static float StringToFloat(string valueStr)
{
float value;
if(float.TryParse(valueStr,out value))
return value;
else
return 0;
}
public static float[] StringToFloatArray(string valueStr,char splitSign = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] valueArr = valueStr.Split(splitSign);
if(valueArr == null || valueArr.Length == 0)
return null;
float[] floatArr = new float[valueArr.Length];
for(int i = 0; i < valueArr.Length; i++)
{
floatArr[i] = StringToFloat(valueArr[i]);
}
return floatArr;
}
public static FloatArr[] StringToFloatArray2D(string valueStr,char splitSign1 = '&',char splitSign2 = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] strArr1 = valueStr.Split(splitSign1);
if(strArr1.Length == 0)
return null;
FloatArr[] arrArr = new FloatArr[strArr1.Length];
for(int i = 0; i < strArr1.Length; i++)
{
arrArr[i] = new FloatArr()
{
array = StringToFloatArray(strArr1[i],splitSign2)
};
}
return arrArr;
}
//bool
public static bool StringToBool(string valueStr)
{
bool value;
if(bool.TryParse(valueStr,out value))
return value;
else
return false;
}
public static bool[] StringToBoolArray(string valueStr,char splitSign = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] valueArr = valueStr.Split(splitSign);
if(valueArr == null || valueArr.Length == 0)
return null;
bool[] boolArr = new bool[valueArr.Length];
for(int i = 0; i < valueArr.Length; i++)
{
boolArr[i] = StringToBool(valueArr[i]);
}
return boolArr;
}
public static BoolArr[] StringToBoolArray2D(string valueStr,char splitSign1 = '&',char splitSign2 = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] strArr1 = valueStr.Split(splitSign1);
if(strArr1.Length == 0)
return null;
BoolArr[] arrArr = new BoolArr[strArr1.Length];
for(int i = 0; i < strArr1.Length; i++)
{
arrArr[i] = new BoolArr()
{
array = StringToBoolArray(strArr1[i],splitSign2)
};
}
return arrArr;
}
//enum
public static T StringToEnum<T>(string valueStr) where T : Enum
{
if(string.IsNullOrEmpty(valueStr))
return (T)default;
// First verify whether the string is an enumeration value
int intValue;
if(int.TryParse(valueStr,out intValue))
{
if(Enum.IsDefined(typeof(T),intValue))
return (T)Enum.ToObject(typeof(T),intValue);
}
// If it is not an enumerated value , Treat as enum name
try
{
T t = (T)Enum.Parse(typeof(T),valueStr);
if(Enum.IsDefined(typeof(T),t))
return t;
}
catch(Exception e)
{
Debug.LogError(e);
}
Debug.LogError(string.Format(" Parsing enumeration error {0} : {1}",typeof(T),valueStr));
return (T)default;
}
public static T[] StringToEnumArray<T>(string valueStr,char splitSign = '|') where T : Enum
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] valueArr = valueStr.Split(splitSign);
if(valueArr == null || valueArr.Length == 0)
return null;
T[] enumArr = new T[valueArr.Length];
for(int i = 0; i < valueArr.Length; i++)
{
enumArr[i] = StringToEnum<T>(valueArr[i]);
}
return enumArr;
}
//// Generic enumeration serialization is not supported
//public static EnumArr<T>[] StringToEnumArray2D<T>(string valueStr,char splitSign1 = '&',char splitSign2 = '|') where T : Enum
//{
// if(string.IsNullOrEmpty(valueStr))
// return null;
// string[] strArr1 = valueStr.Split(splitSign1);
// if(strArr1.Length == 0)
// return null;
// EnumArr<T>[] arrArr = new EnumArr<T>[strArr1.Length];
// for(int i = 0; i < strArr1.Length; i++)
// {
// arrArr[i] = new EnumArr<T>()
// {
// array = StringToEnumArray<T>(strArr1[i],splitSign2)
// };
// }
// return arrArr;
//}
//vector2
public static Vector2 StringToVector2(string valueStr,char splitSign = ',')
{
Vector2 value = Vector2.zero;
if(!string.IsNullOrEmpty(valueStr))
{
string[] stringArray = valueStr.Split(splitSign);
if(stringArray != null && stringArray.Length >= 2)
{
value.x = StringToFloat(stringArray[0]);
value.y = StringToFloat(stringArray[1]);
return value;
}
}
Debug.LogWarning("String to Vector2 error");
return value;
}
public static Vector2[] StringToVector2Array(string valueStr,char splitSign = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] stringArray = valueStr.Split(splitSign);
if(stringArray == null || stringArray.Length == 0)
return null;
Vector2[] vector2s = new Vector2[stringArray.Length];
for(int i = 0; i < stringArray.Length; i++)
{
vector2s[i] = StringToVector2(stringArray[i]);
}
return vector2s;
}
public static Vector2Arr[] StringToVector2Array2D(string valueStr,char splitSign1 = '&',char splitSign2 = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] strArr1 = valueStr.Split(splitSign1);
if(strArr1.Length == 0)
return null;
Vector2Arr[] arrArr = new Vector2Arr[strArr1.Length];
for(int i = 0; i < strArr1.Length; i++)
{
arrArr[i] = new Vector2Arr()
{
array = StringToVector2Array(strArr1[i],splitSign2)
};
}
return arrArr;
}
//vector3
public static Vector3 StringToVector3(string valueStr,char splitSign = ',')
{
Vector3 value = Vector3.zero;
if(!string.IsNullOrEmpty(valueStr))
{
string[] stringArray = valueStr.Split(splitSign);
if(stringArray.Length >= 3)
{
value.x = StringToFloat(stringArray[0]);
value.y = StringToFloat(stringArray[1]);
value.z = StringToFloat(stringArray[2]);
return value;
}
}
Debug.LogWarning("String to Vector3 error");
return value;
}
public static Vector3[] StringToVector3Array(string valueStr,char splitSign = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] stringArray = valueStr.Split(splitSign);
if(stringArray == null || stringArray.Length == 0)
return null;
Vector3[] vector3s = new Vector3[stringArray.Length];
for(int i = 0; i < stringArray.Length; i++)
{
vector3s[i] = StringToVector3(stringArray[i]);
}
return vector3s;
}
public static Vector3Arr[] StringToVector3Array2D(string valueStr,char splitSign1 = '&',char splitSign2 = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] strArr1 = valueStr.Split(splitSign1);
if(strArr1.Length == 0)
return null;
Vector3Arr[] arrArr = new Vector3Arr[strArr1.Length];
for(int i = 0; i < strArr1.Length; i++)
{
arrArr[i] = new Vector3Arr()
{
array = StringToVector3Array(strArr1[i],splitSign2)
};
}
return arrArr;
}
//vector2Int
public static Vector2Int StringToVector2Int(string valueStr,char splitSign = ',')
{
Vector2Int value = Vector2Int.zero;
if(!string.IsNullOrEmpty(valueStr))
{
string[] stringArray = valueStr.Split(splitSign);
if(stringArray != null && stringArray.Length >= 2)
{
value.x = StringToInt(stringArray[0]);
value.y = StringToInt(stringArray[1]);
return value;
}
}
Debug.LogWarning("String to Vector2Int error");
return value;
}
public static Vector2Int[] StringToVector2IntArray(string valueStr,char splitSign = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] stringArray = valueStr.Split(splitSign);
if(stringArray == null || stringArray.Length == 0)
return null;
Vector2Int[] vector2Ints = new Vector2Int[stringArray.Length];
for(int i = 0; i < stringArray.Length; i++)
{
vector2Ints[i] = StringToVector2Int(stringArray[i]);
}
return vector2Ints;
}
public static Vector2IntArr[] StringToVector2IntArray2D(string valueStr,char splitSign1 = '&',char splitSign2 = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] strArr1 = valueStr.Split(splitSign1);
if(strArr1.Length == 0)
return null;
Vector2IntArr[] arrArr = new Vector2IntArr[strArr1.Length];
for(int i = 0; i < strArr1.Length; i++)
{
arrArr[i] = new Vector2IntArr()
{
array = StringToVector2IntArray(strArr1[i],splitSign2)
};
}
return arrArr;
}
//vector3Int
public static Vector3Int StringToVector3Int(string valueStr,char splitSign = ',')
{
Vector3Int value = Vector3Int.zero;
if(!string.IsNullOrEmpty(valueStr))
{
string[] stringArray = valueStr.Split(splitSign);
if(stringArray.Length >= 3)
{
value.x = StringToInt(stringArray[0]);
value.y = StringToInt(stringArray[1]);
value.z = StringToInt(stringArray[2]);
return value;
}
}
Debug.LogWarning("String to Vector3 error");
return value;
}
public static Vector3Int[] StringToVector3IntArray(string valueStr,char splitSign = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] stringArray = valueStr.Split(splitSign);
if(stringArray == null || stringArray.Length == 0)
return null;
Vector3Int[] vector3Ints = new Vector3Int[stringArray.Length];
for(int i = 0; i < stringArray.Length; i++)
{
vector3Ints[i] = StringToVector3Int(stringArray[i]);
}
return vector3Ints;
}
public static Vector3IntArr[] StringToVector3IntArray2D(string valueStr,char splitSign1 = '&',char splitSign2 = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] strArr1 = valueStr.Split(splitSign1);
if(strArr1.Length == 0)
return null;
Vector3IntArr[] arrArr = new Vector3IntArr[strArr1.Length];
for(int i = 0; i < strArr1.Length; i++)
{
arrArr[i] = new Vector3IntArr()
{
array = StringToVector3IntArray(strArr1[i],splitSign2)
};
}
return arrArr;
}
//color
public static Color StringToColor(string valueStr,char splitSign = ',')
{
if(string.IsNullOrEmpty(valueStr))
return Color.white;
string[] stringArray = valueStr.Split(splitSign);
if(stringArray.Length < 3)
return Color.white;
Color color = new Color()
{
r = StringToFloat(stringArray[0]),
g = StringToFloat(stringArray[1]),
b = StringToFloat(stringArray[2]),
a = stringArray.Length < 4 ? 1 : StringToFloat(stringArray[3])
};
return color;
}
public static Color32 StringToColor32(string valueStr,char splitSign = ',')
{
if(string.IsNullOrEmpty(valueStr))
return Color.white;
string[] stringArray = valueStr.Split(splitSign);
if(stringArray.Length < 3)
return Color.white;
Color32 color = new Color32()
{
r = StringToByte(stringArray[0]),
g = StringToByte(stringArray[1]),
b = StringToByte(stringArray[2]),
a = stringArray.Length < 4 ? (byte)1 : StringToByte(stringArray[3])
};
return color;
}
public static Color[] StringToColorArray(string valueStr,char splitSign = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] stringArray = valueStr.Split(splitSign);
if(stringArray == null || stringArray.Length == 0)
return null;
Color[] colors = new Color[stringArray.Length];
for(int i = 0; i < stringArray.Length; i++)
{
colors[i] = StringToColor(stringArray[i]);
}
return colors;
}
public static Color32[] StringToColor32Array(string valueStr,char splitSign = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] stringArray = valueStr.Split(splitSign);
if(stringArray == null || stringArray.Length == 0)
return null;
Color32[] colors = new Color32[stringArray.Length];
for(int i = 0; i < stringArray.Length; i++)
{
colors[i] = StringToColor32(stringArray[i]);
}
return colors;
}
public static ColorArr[] StringToColorArray2D(string valueStr,char splitSign1 = '&',char splitSign2 = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] strArr1 = valueStr.Split(splitSign1);
if(strArr1.Length == 0)
return null;
ColorArr[] arrArr = new ColorArr[strArr1.Length];
for(int i = 0; i < strArr1.Length; i++)
{
arrArr[i] = new ColorArr()
{
array = StringToColorArray(strArr1[i],splitSign2)
};
}
return arrArr;
}
public static Color32Arr[] StringToColor32Array2D(string valueStr,char splitSign1 = '&',char splitSign2 = '|')
{
if(string.IsNullOrEmpty(valueStr))
return null;
string[] strArr1 = valueStr.Split(splitSign1);
if(strArr1.Length == 0)
return null;
Color32Arr[] arrArr = new Color32Arr[strArr1.Length];
for(int i = 0; i < strArr1.Length; i++)
{
arrArr[i] = new Color32Arr()
{
array = StringToColor32Array(strArr1[i],splitSign2)
};
}
return arrArr;
}
#endregion
#region MyRegion
public static string GetRandomString(int length)
{
StringBuilder builder = new StringBuilder();
string abc = "abcdefghijklmnopqrstuvwxyzo0123456789QWERTYUIOPASDFGHJKLZXCCVBMN";
for(int i = 0; i < length; i++)
{
builder.Append(abc[UnityEngine.Random.Range(0,abc.Length - 1)]);
}
return builder.ToString();
}
public static string Join<T>(T[] arr,string join = ",")
{
if(arr == null || arr.Length == 0)
return null;
StringBuilder builder = new StringBuilder();
for(int i = 0; i < arr.Length; i++)
{
builder.Append(arr[i]);
if(i < arr.Length - 1)
builder.Append(join);
}
return builder.ToString();
}
/// <summary>
/// Chinese comma to English comma
/// </summary>
/// <param name="input"></param>
/// <returns></returns>
public static string ToDBC(string input)
{
char[] c = input.ToCharArray();
for(int i = 0; i < c.Length; i++)
{
if(c[i] == 12288)
{
c[i] = (char)32;
continue;
}
if(c[i] > 65280 && c[i] < 65375)
c[i] = (char)(c[i] - 65248);
}
return new string(c);
}
/// <summary>
/// Character conversion ascii code
/// </summary>
/// <param name="character"></param>
/// <returns></returns>
public static int Asc(string character)
{
if(character.Length == 1)
{
System.Text.ASCIIEncoding asciiEncoding = new System.Text.ASCIIEncoding();
int intAsciiCode = (int)asciiEncoding.GetBytes(character)[0];
return (intAsciiCode);
}
Debug.LogError("Character is not valid.");
return -1;
}
/// <summary>
/// ascii Code to character
/// </summary>
/// <param name="asciiCode"></param>
/// <returns></returns>
public static string Chr(int asciiCode)
{
if(asciiCode >= 0 && asciiCode <= 255)
{
System.Text.ASCIIEncoding asciiEncoding = new System.Text.ASCIIEncoding();
byte[] byteArray = new byte[] { (byte)asciiCode };
string strCharacter = asciiEncoding.GetString(byteArray);
return (strCharacter);
}
Debug.LogError("ASCII Code is not valid.");
return string.Empty;
}
/// <summary>
/// Filter out emoticons
/// </summary>
/// <returns>The emoji.</returns>
/// <param name="str">String.</param>
public static string FilterEmoji(string str)
{
List<string> patten = new List<string>() { @"\p{Cs}",@"\p{Co}",@"\p{Cn}",@"[\u2702-\u27B0]" };
for(int i = 0; i < patten.Count; i++)
{
str = Regex.Replace(str,patten[i],"");// shielding emoji
}
return str;
}
/// <summary>
/// Filter out emoticons
/// </summary>
/// <returns>The emoji.</returns>
/// <param name="str">String.</param>
public static bool IsFilterEmoji(string str)
{
bool bEmoji = false;
List<string> patten = new List<string>() { @"\p{Cs}",@"\p{Co}",@"\p{Cn}",@"[\u2702-\u27B0]" };
for(int i = 0; i < patten.Count; i++)
{
bEmoji = Regex.IsMatch(str,patten[i]);
if(bEmoji)
{
break;
}
}
return bEmoji;
}
#endregion
#region StringObjectDictionaryExtensions
/// <summary>
/// Structure for the following key values contained in the dictionary :mctid0=xxx;mccount0=1,mctid1=kn2,mccount=2. Remove the prefix , The number suffix becomes a key , Such as { suffix ,( Remove the key before the suffix , value )}, Note that the suffix may be an empty string, that is, there is no suffix
/// </summary>
/// <param name="dic"></param>
/// <param name="prefix"> Prefix , It can be an empty reference or an empty string , Means there is no prefix .</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static IEnumerable<IGrouping<string,(string, object)>> GetValuesWithoutPrefix(this IReadOnlyDictionary<string,object> dic,string prefix = null)
{
//prefix ??= string.Empty;
prefix = prefix ?? string.Empty;
var coll = from tmp in dic.Where(c => c.Key.StartsWith(prefix)) // Only for the key value of the specified prefix
let p3 = tmp.Key.Get3Segment(prefix)
group (p3.Item2, tmp.Value) by p3.Item3;
return coll;
}
/// <summary>
/// Break the string into three segments , Prefix , Root , number suffix ( String form ).
/// </summary>
/// <param name="str"></param>
/// <param name="prefix"> Prefix , It can be an empty reference or an empty string , Means there is no prefix .</param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static (string, string, string) Get3Segment(this string str,string prefix = null)
{
//prefix ??= string.Empty;
prefix = prefix ?? string.Empty;
// The length of the last decimal digit tail string
int suffixLen = Enumerable.Reverse(str).TakeWhile(c => char.IsDigit(c)).Count();
// Get decimal digit suffix
//string suufix = str[^suffixLen..]; //^suffixLen: Reverse subscript ;suffixLen..: From the specified position to the end
string suufix = str.Substring(str.Length - suffixLen);
//return (prefix, str[prefix.Length..^suufix.Length], suufix);
string middle = str.Substring(prefix.Length,str.Length - prefix.Length - suufix.Length);
return (prefix, middle, suufix);
}
#endregion
}
Demo link :
https://download.csdn.net/download/qq_39108767/85913988
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