UnityEditor将CSV数据转成.asset

在这里插入代码片UnityEditor将CSV数据转成.asset
Dll需求:
读CSV需要的dll
https://download.youkuaiyun.com/download/qq_37369706/12114130
首先创建数据类:
上代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class GeneralWordLibrarys : ScriptableObject
{
    public List<GeneralWordLibraryItem> GeneralWords = new List<GeneralWordLibraryItem>();
}


[System.Serializable]
public class GeneralWordLibraryItem
{
    public int id;
    public string keys ;
    public string Answer ;
}

创建继承EditorWindow的编辑类:
上代码

using LumenWorks.Framework.IO.Csv;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;

public class ReadCsv : EditorWindow
{

    static string readPath = string.Empty;
    static string savePath = string.Empty;
    static string assetName = string.Empty;
    static string csvName = string.Empty;
    [MenuItem("CX/ExcelReader/ToAsset")]
    static void AddWindow()
    {
        savePath = "Assets/Resources/Config";
        readPath = Application.streamingAssetsPath; 
         //创建窗口
         Rect rect = new Rect(0, 0, 500, 500);
        ReadCsv window = (ReadCsv)EditorWindow.GetWindowWithRect(typeof(ReadCsv), rect, true, "ReadCsv");
        window.Show();

    }
    void OnGUI()
    {
        EditorGUILayout.Space();
        EditorGUILayout.LabelField("CSVReader");
        EditorGUILayout.Space();

        savePath = EditorGUILayout.TextField("Asset保存路径:", savePath);
        readPath = EditorGUILayout.TextField("CSV读取路径:", readPath);
        assetName = EditorGUILayout.TextField("Asset文件名:", assetName);
        csvName = EditorGUILayout.TextField("CSV文件名:", csvName);
        EditorGUILayout.Space();
        if (GUILayout.Button("ReadCSV"))
        {
            if (string.IsNullOrEmpty(assetName))
            {
                EditorUtility.DisplayDialog("ExcelReader", string.Format("生成失败:文件名为空", ""), "OK");
                return;
            }
            else if (string.IsNullOrEmpty(savePath))
            {
                EditorUtility.DisplayDialog("ExcelReader", string.Format("生成失败:存储路径为空", ""), "OK");
                return;
            }
            else if (string.IsNullOrEmpty(readPath))
            {
                EditorUtility.DisplayDialog("ExcelReader", string.Format("生成失败:读取路径为空", ""), "OK");
                return;
            }


            using (CsvReader csv = new CsvReader(new StreamReader(readPath + "/" + csvName + ".csv"), true))
            {
                // GeneralWordLibrarys generalWordLibrarys = new GeneralWordLibrarys();// ScriptableObject.CreateInstance<GeneralWordLibrarys>();
                GeneralWordLibrarys generalWordLibrarys = ScriptableObject.CreateInstance<GeneralWordLibrarys>();
                GeneralWordLibraryItem generalWordLibraryItem;
                int fieldCount = csv.FieldCount;
                string[] headers = csv.GetFieldHeaders();
                while (csv.ReadNextRecord())
                {
                    generalWordLibraryItem = new GeneralWordLibraryItem();
                    for (int i = 0; i < fieldCount; i++)
                    {
                        switch (i)
                        {
                            case 0:
                                generalWordLibraryItem.id = int.Parse(csv[i]);
                                break;
                            case 1:
                                generalWordLibraryItem.keys = csv[i];
                                break;
                            case 2:
                                generalWordLibraryItem.Answer = csv[i];
                                break;
                            default:
                                break;
                        }
                    }
                    generalWordLibrarys.GeneralWords.Add(generalWordLibraryItem);
                }
                for (int i = 0; i < generalWordLibrarys.GeneralWords.Count; i++)
                {
                    Debug.Log(generalWordLibrarys.GeneralWords[i].id+"  Key:"+ generalWordLibrarys.GeneralWords[i].keys+"  Answer:"+ generalWordLibrarys.GeneralWords[i].Answer);
                }
                AssetDatabase.CreateAsset(generalWordLibrarys, savePath + "/" + assetName + ".asset");
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();
            }
        }
    }
}

切记:存放的文件夹一定要再Resources文件夹内。否则:
放在StreamingAssets文件夹中报错,研究了好久
数据打印:
数据打印
生成成功:
生成成功
总结:.asset是unity的亲儿子,读取速度以及便利度上领先其他格式,譬如json xml 提高了不是一点半点。

加载asset数据:

GeneralWordLibrarys generalWordLibrarys = Resources.Load<GeneralWordLibrarys >("GeneralWordLibrarys ");
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值