unity中解析excel导出的txt文件

本文介绍了一个基于Excel文件的通用基类Excel_Base,用于读取数据并加载到特定数据类WeaponItem中。重点展示了如何使用该基类进行武器物品数据的读取与解析,包括遍历Excel文件行,提取关键属性,并将数据映射到WeaponItem实例中。

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<h2><pre name="code" class="csharp"><span style="font-family: Arial, Helvetica, sans-serif; font-size: 12px;">Excel_Base基类</span>


using UnityEngine;
using System.Collections;

public abstract class Excel_Base<T> where T : class , new()
{
    private static T mInstance;
    public static T Instance
    {
        get
        {
            if (mInstance == null)
            {
                mInstance = new T();
            }
            return mInstance;
        }
    }

    private char[] SplitCharacters = { '\n', '\r', '\t', '=' };

    protected string[] ReadExcelRow(string excelRow)
    {
        string[] results = excelRow.Split(SplitCharacters, System.StringSplitOptions.RemoveEmptyEntries);
        return results;
    }

    protected string[] ReadExcelLine(string fileTxt)
    {
        string[] results = fileTxt.Split(new char[] { '\n', '\r' }, System.StringSplitOptions.RemoveEmptyEntries);
        return results;
    }

    public abstract void LoadData(string fileTxt);
}

数据类WeaponItem

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
/// <summary>
/// 武器
/// </summary>
[Serializable]
public class WeaponItem
{
    public WeaponItem(int id)
    {
        _id = id;
    }

    public int _id;
    public string remark;//备注
    public WeaponType type;//武器类型
    public int level;//等级
    public int nextLevel;//下一等级
    public string bullet;//子弹
    public string effect;//开火特效
    public string launcher;//发射器
    public string crossHair;//准心
    public string fireSound;//开火声音
    public float hurtRate;//伤害频率
    public int hurt;//伤害
    public int continuedTime;//激光:持续时间;导弹:发射间隔
    public int missileCount;//导弹数量
    public float attackDis;//攻击距离
    public float x;//颤屏x
    public float y;//颤屏y
    public float z;//颤屏z
    public int speed;//颤屏速度
    public float shakeRate;//颤屏频率
    public string gradeSound;//升级音效
    public string attackEffect;//击中特效
    public string attackSound;//击中音效
}

读取数据

public class Excel_Weapon : Excel_Base<Excel_Weapon>
{
   public override void LoadData(string fileText)
    {
        string[] results = ReadExcelLine(fileText);
        int nLen = results.Length;

        for (int i = 1; i < nLen; i++)
        {
            string[] datas = ReadExcelRow(results[i]);

            if (datas.Length == 0)
            {
                continue;
            }

            int start = 0;

            int iContentID = Convert.ToInt32(datas[start]);
            if (iContentID == -1)
            {
                continue;
            }
            WeaponItem item = new WeaponItem(iContentID);
            start++;
            item.remark = datas[start].ToString();
            start++;
            item.type = (WeaponType)Convert.ToInt32(datas[start].ToString());
            start++;
            item.level = Convert.ToInt32(datas[start].ToString());
            start++;
            item.nextLevel = Convert.ToInt32(datas[start].ToString());
            start++;
            item.bullet = datas[start].ToString();
            start++;
            item.effect = datas[start].ToString();
            start++;
            item.launcher = datas[start].ToString();
            start++;
            item.crossHair = datas[start].ToString();
            start++;
            item.fireSound = datas[start].ToString();
            start++;
            item.hurtRate = Convert.ToSingle(datas[start].ToString());
            start++;
            item.hurt = Convert.ToInt32(datas[start].ToString());
            start++;
            item.continuedTime = Convert.ToInt32(datas[start].ToString());
            start++;
            item.missileCount = Convert.ToInt32(datas[start].ToString());
            start++;
            item.attackDis = Convert.ToSingle(datas[start].ToString());
            start++;
            item.x = Convert.ToSingle(datas[start].ToString());
            start++;
            item.y = Convert.ToSingle(datas[start].ToString());
            start++;
            item.z = Convert.ToSingle(datas[start].ToString());
            start++;
            item.speed = Convert.ToInt32(datas[start].ToString());
            start++;
            item.shakeRate = Convert.ToSingle(datas[start].ToString());
            start++;
            item.gradeSound = datas[start].ToString();
            start++;
            item.attackEffect = datas[start].ToString();
            start++;
            item.attackSound = datas[start].ToString();
            //Debug.Log("item._id:" + item._id + "bullet:" + item.bullet + " item.missileCount:" + item.missileCount + " item.continuedTime:" + item.continuedTime);
            GlobalConfig._WeaponData.AddItem(item);
        }
    }
}

只要在合适的时机调用LoadData()方法即可
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