【Unity】升级版·Excel 数据解析,自动创建对应 C#类,自动创建 ScriptableObject 生成类,自动序列化 Asset 文件
- 2022 年 7 月 06 日
本文字数:33675 字
阅读完需:约 110 分钟
实现功能:
自动创建继承 ScriptableObject 的 C#数据类,每条 Excel 的数据,都有对应的字段的 Get 函数;
自动创建每个 Excel 的 Asset 生成类和生成函数,用于自动生成 Asset 文件
用 Asset 生成类自动序列化 Excel 数据到 Asset 文件,可直接在项目运行时加载使用
实现原理:
Excel 配置格式:
第 1 行对应特殊标记(可以设置有效性,指定要创建的文件)
第 2 行对应中文说明(作为第 3 行字段的注释)
第 3 行对应字段名称(自动创建的字段名称)
第 4 行对应字段类型(自动创建的字段类型,与字段名称一一对应)
第 5 行及以后对应字段值(所有数据,以行为单位解析、保存数据)
第一列固定字段为"id",是代码中索引每行数据的 Key
Excel 注释操作:
字段名称行,每个字段单元格内容前加"//",可以注释该字段,不会解析生成到 C#类;
第一列的单元格内容前加"//",可以注释一行数据,不会保存到 Asset 文件中;
注释可以用于添加说明行,或剔除指定无用数据。
生成的 C#类格式:
行数据类,对应每一行数据:
[Serializable]
public class TestConfigExcelItem : ExcelItemBase
{
/// <summary>
/// 数据id
/// </summary>>
public int id;
/// <summary>
/// 字符串
/// </summary>>
public string testString;
/// <summary>
/// Int
/// </summary>>
public int testInt;
/// <summary>
/// Float
/// </summary>>
public float testFloat;
}
完整数据类,包含所有行的数据、初始化函数、Get 函数:
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
}
目前支持的数据结构:
因为 Unity 不能序列化二维数组,这里改成一维数组+结构体的方式实现:
[Serializable]
public struct StringArr
{
public string[] array;
}
//二维数组表示方式: StringArr[]
Asset 数据文件:
在自动生成数据的 C#类时,会同步生成 Asset 文件的创建类,用于自动创建 Asset 文件并序列化数据。
优点:
数据修改后只需要重新一键生成即可
每个 Excel 对应一个类,使用灵活,对 Excel 限制少
自动创建 C#类,不需要对每个 Excel 手动写代码,每条数据对应字段,不需要拆箱装修
自动创建 ScriptableObject 的 Asset 文件,自动序列化数据,方便查看,可以手动修改调整,不需要每次改动都在 Excel 里操作
在游戏内直接读取 Asset 的 ScriptableObject 子类,不需要额外操作,业务层直接调取数据字段
使用方法:
按照标准格式配置 Excel
一键生成 C#类、Asset 文件
项目运行时加载 Asset 资源,调用 Init 初始化,Get 函数获取对应字段值即可
完整代码:
扩展 Unity 编辑器窗口:
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读取路径,绝对路径,放在Assets同级路径
private static string excelReadAbsolutePath;
//自动生成C#类文件路径,绝对路径
private static string scriptSaveAbsolutePath;
private static string scriptSaveRelativePath;
//自动生成Asset文件路径,相对路径
private static string assetSaveRelativePath;
private List<string> fileNameList = new List<string>();
private List<string> filePathList = new List<string>();
private void Awake()
{
titleContent.text = "Excel配置表读取";
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));
//展示路径
GUILayout.BeginHorizontal(GUILayout.Height(20));
if(GUILayout.Button("Excel读取路径",GUILayout.Width(100)))
{
EditorUtility.OpenWithDefaultApp(excelReadAbsolutePath);
Debug.Log(excelReadAbsolutePath);
}
if(GUILayout.Button("Script保存路径",GUILayout.Width(100)))
{
SelectObject(scriptSaveRelativePath);
}
if(GUILayout.Button("Asset保存路径",GUILayout.Width(100)))
{
SelectObject(assetSaveRelativePath);
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
//Excel列表
GUILayout.Label("Excel列表:");
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);
//生成CS代码
if(GUILayout.Button("Create Script",GUILayout.Width(100),GUILayout.Height(30)))
{
ExcelDataReader.ReadOneExcelToCode(filePathList[i],scriptSaveAbsolutePath);
}
//生成Asset文件
if(GUILayout.Button("Create Asset",GUILayout.Width(100),GUILayout.Height(30)))
{
ExcelDataReader.CreateOneExcelAsset(filePathList[i],assetSaveRelativePath);
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
}
GUILayout.Space(10);
//一键处理所有Excel
GUILayout.Label("一键操作:");
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();
}
//读取指定路径下的Excel文件名
private void RefreshExcelFile()
{
fileNameList.Clear();
filePathList.Clear();
if(!Directory.Exists(excelReadAbsolutePath))
{
Debug.LogError("无效路径:" + excelReadAbsolutePath);
return;
}
string[] excelFileFullPaths = Directory.GetFiles(excelReadAbsolutePath,"*.xlsx");
if(excelFileFullPaths == null || excelFileFullPaths.Length == 0)
{
Debug.LogError(excelReadAbsolutePath + "路径下没有找到Excel文件");
return;
}
filePathList.AddRange(excelFileFullPaths);
for(int i = 0; i < filePathList.Count; i++)
{
fileNameList.Add(Path.GetFileName(filePathList[i]));
}
Debug.Log("找到Excel文件:" + fileNameList.Count + "个");
}
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 数据读取类:
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第1行对应特殊标记
private const int specialSignRow = 0;
//Excel第2行对应中文说明
private const int excelNodeRow = 1;
//Excel第3行对应字段名称
private const int excelNameRow = 2;
//Excel第4行对应字段类型
private const int excelTypeRow = 3;
//Excel第5行及以后对应字段值
private const int excelDataRow = 4;
//标记注释行/列
private const string annotationSign = "//";
#region --- Read Excel ---
//创建Excel对应的C#类
public static void ReadAllExcelToCode(string allExcelPath,string codeSavePath)
{
//读取所有Excel文件
//指定目录中与指定的搜索模式和选项匹配的文件的完整名称(包含路径)的数组;如果未找到任何文件,则为空数组。
string[] excelFileFullPaths = Directory.GetFiles(allExcelPath,"*.xlsx");
if(excelFileFullPaths == null || excelFileFullPaths.Length == 0)
{
Debug.Log("Excel file count == 0");
return;
}
//遍历所有Excel,创建C#类
for(int i = 0; i < excelFileFullPaths.Length; i++)
{
ReadOneExcelToCode(excelFileFullPaths[i],codeSavePath);
}
}
//创建Excel对应的C#类
public static void ReadOneExcelToCode(string excelFullPath,string codeSavePath)
{
//解析Excel获取中间数据
ExcelMediumData excelMediumData = CreateClassCodeByExcelPath(excelFullPath);
if(excelMediumData == null)
{
Debug.LogError($"读取Excel失败 : {excelFullPath}");
return;
}
if(!excelMediumData.isValid)
{
Debug.LogError($"读取Excel失败,Excel标记失效 : {excelMediumData.excelName}");
return;
}
if(!excelMediumData.isCreateCSharp && !excelMediumData.isCreateAssignment)
{
Debug.LogError($"读取Excel失败,Excel不允许生成CSCode : {excelMediumData.excelName}");
return;
}
//根据数据生成C#脚本
string classCodeStr = ExcelCodeCreater.CreateCodeStrByExcelData(excelMediumData);
if(string.IsNullOrEmpty(classCodeStr))
{
Debug.LogError($"解析Excel失败 : {excelMediumData.excelName}");
return;
}
//检查导出路径
if(!Directory.Exists(codeSavePath))
Directory.CreateDirectory(codeSavePath);
//类名
string codeFileName = excelMediumData.excelName + "ExcelData";
//写文件,生成CS类文件
StreamWriter sw = new StreamWriter($"{codeSavePath}/{codeFileName}.cs");
sw.WriteLine(classCodeStr);
sw.Close();
//
UnityEditor.AssetDatabase.SaveAssets();
UnityEditor.AssetDatabase.Refresh();
//
Debug.Log($"生成Excel的CS成功 : {excelMediumData.excelName}");
}
#endregion
#region --- Create Asset ---
//创建Excel对应的Asset数据文件
public static void CreateAllExcelAsset(string allExcelPath,string assetSavePath)
{
//读取所有Excel文件
//指定目录中与指定的搜索模式和选项匹配的文件的完整名称(包含路径)的数组;如果未找到任何文件,则为空数组。
string[] excelFileFullPaths = Directory.GetFiles(allExcelPath,"*.xlsx");
if(excelFileFullPaths == null || excelFileFullPaths.Length == 0)
{
Debug.Log("Excel file count == 0");
return;
}
//遍历所有Excel,创建Asset
for(int i = 0; i < excelFileFullPaths.Length; i++)
{
CreateOneExcelAsset(excelFileFullPaths[i],assetSavePath);
}
}
//创建Excel对应的Asset数据文件
public static void CreateOneExcelAsset(string excelFullPath,string assetSavePath)
{
//解析Excel获取中间数据
ExcelMediumData excelMediumData = CreateClassCodeByExcelPath(excelFullPath);
if(excelMediumData == null)
{
Debug.LogError($"读取Excel失败 : {excelFullPath}");
return;
}
if(!excelMediumData.isValid)
{
Debug.LogError($"读取Excel失败,Excel标记失效 : {excelMediumData.excelName}");
return;
}
if(!excelMediumData.isCreateAsset)
{
Debug.LogError($"读取Excel失败,Excel不允许生成Asset : {excelMediumData.excelName}");
return;
}
////获取当前程序集
//Assembly assembly = Assembly.GetExecutingAssembly();
////创建类的实例,返回为 object 类型,需要强制类型转换,assembly.CreateInstance("类的完全限定名(即包括命名空间)");
//object class0bj = assembly.CreateInstance(excelMediumData.excelName + "Assignment",true);
//必须遍历所有程序集来获得类型。当前在Assembly-CSharp-Editor中,目标类型在Assembly-CSharp中,不同程序将无法获取类型
Type assignmentType = null;
string assetAssignmentName = excelMediumData.excelName + "AssetAssignment";
foreach(var asm in AppDomain.CurrentDomain.GetAssemblies())
{
//查找目标类型
Type tempType = asm.GetType(assetAssignmentName);
if(tempType != null)
{
assignmentType = tempType;
break;
}
}
if(assignmentType == null)
{
Debug.LogError($"创界Asset失败,未找到Asset生成类 : {excelMediumData.excelName}");
return;
}
//反射获取方法
MethodInfo methodInfo = assignmentType.GetMethod("CreateAsset");
if(methodInfo == null)
{
if(assignmentType == null)
{
Debug.LogError($"创界Asset失败,未找到Asset创建函数 : {excelMediumData.excelName}");
return;
}
}
methodInfo.Invoke(null,new object[] { excelMediumData,assetSavePath });
//创建Asset文件成功
Debug.Log($"生成Excel的Asset成功 : {excelMediumData.excelName}");
}
#endregion
#region --- private ---
//解析Excel,创建中间数据
private static ExcelMediumData CreateClassCodeByExcelPath(string excelFileFullPath)
{
if(string.IsNullOrEmpty(excelFileFullPath))
return null;
excelFileFullPath = excelFileFullPath.Replace("\\","/");
//读取Excel
FileStream stream = File.Open(excelFileFullPath,FileMode.Open,FileAccess.Read);
if(stream == null)
return null;
//解析Excel
IExcelDataReader excelReader = ExcelReaderFactory.CreateOpenXmlReader(stream);
//无效Excel
if(excelReader == null || !excelReader.IsValid)
{
Debug.Log("Invalid excel : " + excelFileFullPath);
return null;
}
Debug.Log("开始解析Excel : " + excelReader.Name);
//记录Excel数据
ExcelMediumData excelMediumData = new ExcelMediumData();
//Excel名字
excelMediumData.excelName = excelReader.Name;
//当前遍历的行
int curRowIndex = 0;
//开始读取,按行遍历
while(excelReader.Read())
{
//这一行没有读取到数据,视为无效行数据
if(excelReader.FieldCount <= 0)
{
curRowIndex++;
continue;
}
//读取每一行的完整数据
string[] datas = new string[excelReader.FieldCount];
for(int j = 0; j < excelReader.FieldCount; ++j)
{
//可以直接读取指定类型数据,不过只支持有限数据类型,这里统一读取string,然后再数据转化
//excelReader.GetInt32(j); excelReader.GetFloat(j);
//读取每一个单元格数据
datas[j] = excelReader.GetString(j);
}
switch(curRowIndex)
{
case specialSignRow:
//特殊标记行
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("未解析到特殊标记");
}
break;
case excelNodeRow:
//数据注释行
excelMediumData.propertyNodeArray = datas;
break;
case excelNameRow:
//数据名称行
excelMediumData.propertyNameArray = datas;
//注释列号
for(int i = 0; i < datas.Length; i++)
{
if(string.IsNullOrEmpty(datas[i]) || datas[i].StartsWith(annotationSign))
excelMediumData.annotationColList.Add(i);
}
break;
case excelTypeRow:
//数据类型行
excelMediumData.propertyTypeArray = datas;
break;
default:
//数据内容行
excelMediumData.allRowItemList.Add(datas);
//注释行号
if(string.IsNullOrEmpty(datas[0]) || datas[0].StartsWith(annotationSign))
excelMediumData.annotationRowList.Add(excelMediumData.allRowItemList.Count - 1);
break;
}
//
curRowIndex++;
}
if(CheckExcelMediumData(ref excelMediumData))
{
Debug.Log("读取Excel成功");
return excelMediumData;
}
else
{
Debug.LogError("读取Excel失败");
return null;
}
}
//校验Excel数据
private static bool CheckExcelMediumData(ref ExcelMediumData mediumData)
{
if(mediumData == null)
return false;
//检查数据有效性
if(!mediumData.isValid)
{
Debug.LogError("Excel被标记无效");
return false;
}
if(string.IsNullOrEmpty(mediumData.excelName))
{
Debug.LogError("Excel名字为空");
return false;
}
if(mediumData.propertyNameArray == null || mediumData.propertyNameArray.Length == 0)
{
Debug.LogError("未解析到数据名称");
return false;
}
if(mediumData.propertyTypeArray == null || mediumData.propertyTypeArray.Length == 0)
{
Debug.LogError("未解析到数据类型");
return false;
}
if(mediumData.propertyNameArray.Length != mediumData.propertyTypeArray.Length)
{
Debug.LogError("数据名称与数据类型数量不一致");
return false;
}
if(mediumData.allRowItemList.Count == 0)
{
Debug.LogError("数据内容为空");
return false;
}
if(mediumData.propertyNameArray[0] != "id")
{
Debug.LogError("第一个字段必须是id字段");
return false;
}
return true;
}
#endregion
}
C#代码生成类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Text;
using System.Linq;
using System;
public class ExcelCodeCreater
{
//创建代码,生成数据C#类
public static string CreateCodeStrByExcelData(ExcelMediumData excelMediumData)
{
if(excelMediumData == null)
return null;
//行数据类名
string itemClassName = excelMediumData.excelName + "ExcelItem";
//整体数据类名
string dataClassName = excelMediumData.excelName + "ExcelData";
//开始生成类
StringBuilder classSource = new StringBuilder();
classSource.AppendLine("/*Auto Create, Don't Edit !!!*/");
classSource.AppendLine();
//添加引用
classSource.AppendLine("using UnityEngine;");
classSource.AppendLine("using System.Collections.Generic;");
classSource.AppendLine("using System;");
classSource.AppendLine("using System.IO;");
classSource.AppendLine();
//生成CSharp数据类
if(excelMediumData.isCreateCSharp)
{
//生成行数据类,记录每行数据
classSource.AppendLine(CreateExcelRowItemClass(itemClassName,excelMediumData));
classSource.AppendLine();
//生成整体数据类,记录整个Excel的所有行数据
classSource.AppendLine(CreateExcelAllDataClass(dataClassName,itemClassName,excelMediumData));
classSource.AppendLine();
}
//生成Asset创建类
if(excelMediumData.isCreateAssignment)
{
//生成Asset操作类,用于自动创建Excel对应的Asset文件并赋值
classSource.AppendLine(CreateExcelAssetClass(excelMediumData));
classSource.AppendLine();
}
//
return classSource.ToString();
}
//----------
//生成行数据类
private static string CreateExcelRowItemClass(string itemClassName,ExcelMediumData excelMediumData)
{
//生成Excel行数据类
StringBuilder classSource = new StringBuilder();
//类名
classSource.AppendLine("[Serializable]");
classSource.AppendLine($"public class {itemClassName} : ExcelItemBase");
classSource.AppendLine("{");
//声明所有字段
for(int i = 0; i < excelMediumData.propertyNameArray.Length; i++)
{
//跳过注释字段
if(excelMediumData.annotationColList.Contains(i))
continue;
//添加注释
if(i < excelMediumData.propertyNodeArray.Length)
{
string propertyNode = excelMediumData.propertyNodeArray[i];
if(!string.IsNullOrEmpty(propertyNode))
{
classSource.AppendLine("\t/// <summary>");
classSource.AppendLine($"\t/// {propertyNode}");
classSource.AppendLine("\t/// </summary>>");
}
}
//声明行数据类的字段
string propertyName = excelMediumData.propertyNameArray[i];
string propertyType = excelMediumData.propertyTypeArray[i];
string typeStr = GetPropertyType(propertyType);
classSource.AppendLine($"\tpublic {typeStr} {propertyName};");
}
classSource.AppendLine("}");
return classSource.ToString();
}
//----------
//生成整体数据类
private static string CreateExcelAllDataClass(string dataClassName,string itemClassName,ExcelMediumData excelMediumData)
{
StringBuilder classSource = new StringBuilder();
//类名
classSource.AppendLine($"public class {dataClassName} : ExcelDataBase<{itemClassName}>");
classSource.AppendLine("{");
//声明字段,行数据类数组
classSource.AppendLine($"\tpublic {itemClassName}[] items;");
classSource.AppendLine();
//id字段类型
string idTypeStr = GetPropertyType(excelMediumData.propertyTypeArray[0]);
//声明字典
classSource.AppendLine($"\tpublic Dictionary<{idTypeStr},{itemClassName}> itemDic = new Dictionary<{idTypeStr},{itemClassName}>();");
classSource.AppendLine();
//字段初始化方法
classSource.AppendLine("\tpublic void Init()");
classSource.AppendLine("\t{");
classSource.AppendLine("\t\titemDic.Clear();");
classSource.AppendLine("\t\tif(items != null && items.Length > 0)");
classSource.AppendLine("\t\t{");
classSource.AppendLine("\t\t\tfor(int i = 0; i < items.Length; i++)");
classSource.AppendLine("\t\t\t{");
classSource.AppendLine("\t\t\t\titemDic.Add(items[i].id, items[i]);");
classSource.AppendLine("\t\t\t}");
classSource.AppendLine("\t\t}");
classSource.AppendLine("\t}");
classSource.AppendLine();
//字典获取方法
classSource.AppendLine($"\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}");
//每个字段Get函数
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];
//每个字段Get函数
classSource.AppendLine(CreateCodePropertyMethod(itemClassName,idTypeStr,propertyName,propertyType));
}
classSource.AppendLine("\t#endregion");
classSource.AppendLine("}");
return classSource.ToString();
}
//生成数据字段对应Get方法
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);
//字段Get函数
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($"\t\treturn item.{propertyName};");
methodBuilder.AppendLine("\t}");
//如果是一维数组
if(propertyType.Contains("[]"))
{
//typeStr:int[]或IntArr[] ,返回值:int或IntArr
//string itemTypeStr1d = GetPropertyType(propertyType.Replace("[]",""));
string itemTypeStr1d = itemTypeStr.Replace("[]","");
methodBuilder.AppendLine($"\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}");
}
//如果是二维数组
if(propertyType.Contains("[][]"))
{
//propertyType:int[][], 返回值: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($"\t\tvar item1 = item0.{propertyName};");
methodBuilder.AppendLine("\t\tif(item1 == null || index1 < 0 || index1 >= item1.Length)");
methodBuilder.AppendLine("\t\t\treturn default;");
methodBuilder.AppendLine("\t\tvar item2 = item1[index1];");
methodBuilder.AppendLine("\t\tif(item2.array == null || index2 < 0 || index2 >= item2.array.Length)");
methodBuilder.AppendLine("\t\t\treturn default;");
methodBuilder.AppendLine("\t\treturn item2.array[index2];");
methodBuilder.AppendLine("\t}");
}
//
return methodBuilder.ToString();
}
//----------
//生成Asset创建类
private static string CreateExcelAssetClass(ExcelMediumData excelMediumData)
{
string itemClassName = excelMediumData.excelName + "ExcelItem";
string dataClassName = excelMediumData.excelName + "ExcelData";
string assignmentClassName = excelMediumData.excelName + "AssetAssignment";
StringBuilder classSource = new StringBuilder();
classSource.AppendLine("#if UNITY_EDITOR");
//类名
classSource.AppendLine($"public class {assignmentClassName}");
classSource.AppendLine("{");
//方法名
classSource.AppendLine("\tpublic static bool CreateAsset(ExcelMediumData excelMediumData, string excelAssetPath)");
//方法体,若有需要可加入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();
}
//声明Asset操作类字段
private static string AssignmentCodeProperty(string propertyName,string propertyType)
{
string stringValue = $"itemRowDic[\"{propertyName}\"]";
string typeStr = GetPropertyType(propertyType);
switch(typeStr)
{
//字段
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;
//一维
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 + ")";
//二维
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:
//枚举
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;
}
}
//判断字段类型
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 数据中间类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//Excel中间数据
public class ExcelMediumData
{
//Excel名字
public string excelName;
//Excel是否有效
public bool isValid = false;
//是否生成CSharp数据类
public bool isCreateCSharp = false;
//是否生成Asset创建类
public bool isCreateAssignment = false;
//是否生成Asset文件
public bool isCreateAsset = false;
//数据注释
public string[] propertyNodeArray = null;
//数据名称
public string[] propertyNameArray = null;
//数据类型
public string[] propertyTypeArray = null;
//List<每行数据内容>
public List<string[]> allRowItemList = new List<string[]>();
//注释行号
public List<int> annotationRowList = new List<int>();
//注释列号
public List<int> annotationColList = new List<int>();
//List<每行数据>,List<Dictionary<单元格字段名称, 单元格字段值>>
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];
//跳过空数据
if(rowArray == null || rowArray.Length == 0)
continue;
//跳过注释数据
if(annotationRowList.Contains(i))
continue;
//每行数据,对应字段名称和字段值
Dictionary<string,string> rowDic = new Dictionary<string,string>();
for(int j = 0; j < propertyNameArray.Length; j++)
{
//跳过注释字段
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 数据基类、扩展类:
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;
}
////不支持泛型枚举序列化
//[Serializable]
//public struct EnumArr<T> where T : Enum
//{
// public T[] array;
//}
字符串工具类:
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)
{
//把颜色转换为16进制字符串,添加到富文本
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>
/// 化简字符串长度
/// </summary>
/// <param name="targetStr"></param>
/// <param name="targetLength">目标长度,英文字符==1,中文字符==2</param>
/// <returns></returns>
public static string AbbrevStringWithinLength(string targetStr,int targetLength,string abbrevPostfix)
{
//C#实际统计:一个中文字符长度==1,英文字符长度==1
//UI显示要求:一个中文字符长度==2,英文字符长度==1
//校验参数
if(string.IsNullOrEmpty(targetStr) || targetLength <= 0)
return targetStr;
//字符串长度 * 2 <= 目标长度,即使是全中文也在长度范围内
if(targetStr.Length * 2 <= targetLength)
return targetStr;
//遍历字符
char[] chars = targetStr.ToCharArray();
int curLen = 0;
for(int i = 0; i < chars.Length; i++)
{
//累加字符串长度
if(chars[i] >= 0x4e00 && chars[i] <= 0x9fbb)
curLen += 2;
else
curLen += 1;
//如果当前位置累计长度超过目标长度,取0~i-1,即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;
//先校验字符串是否为枚举值
int intValue;
if(int.TryParse(valueStr,out intValue))
{
if(Enum.IsDefined(typeof(T),intValue))
return (T)Enum.ToObject(typeof(T),intValue);
}
//如果不是枚举值,当做枚举名处理
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("解析枚举错误 {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;
}
////不支持泛型枚举序列化
//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>
/// 中文逗号转英文逗号
/// </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>
/// 字符转 ascii 码
/// </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码转字符
/// </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>
/// 过滤掉表情符号
/// </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],"");//屏蔽emoji
}
return str;
}
/// <summary>
/// 过滤掉表情符号
/// </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>
/// 针对字典中包含以下键值进行结构:mctid0=xxx;mccount0=1,mctid1=kn2,mccount=2。将其前缀去掉,数字后缀变为键,如{后缀,(去掉前后缀的键,值)},注意后缀可能是空字符串即没有后缀
/// </summary>
/// <param name="dic"></param>
/// <param name="prefix">前缀,可以是空引用或空字符串,都表示没有前缀。</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)) //仅针对指定前缀的键值
let p3 = tmp.Key.Get3Segment(prefix)
group (p3.Item2, tmp.Value) by p3.Item3;
return coll;
}
/// <summary>
/// 分解字符串为三段,前缀,词根,数字后缀(字符串形式)。
/// </summary>
/// <param name="str"></param>
/// <param name="prefix">前缀,可以是空引用或空字符串,都表示没有前缀。</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;
//最后十进制数字尾串的长度
int suffixLen = Enumerable.Reverse(str).TakeWhile(c => char.IsDigit(c)).Count();
//获取十进制数字后缀
//string suufix = str[^suffixLen..]; //^suffixLen:倒序下标;suffixLen..:从指定位置开始直到末尾
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 链接:
版权声明: 本文为 InfoQ 作者【萧然🐳】的原创文章。
原文链接:【http://xie.infoq.cn/article/3055153f2c569c95869491655】。文章转载请联系作者。
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