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- /*Auto Create, Don't Edit !!!*/
- using UnityEngine;
- using System.Collections.Generic;
- using System;
- using System.IO;
- [Serializable]
- public class EludeBeastTwoExcelItem : ExcelItemBase
- {
- public int Grade;
- public int beginOne;
- public int finishOne;
- public int beginTwo;
- public int finishTwo;
- public int beginThree;
- public int finishThree;
- public float delayTime;
- public int Score;
- public float decideTime;
- }
- [CreateAssetMenu(fileName = "EludeBeastTwoExcelData", menuName = "Excel To ScriptableObject/Create EludeBeastTwoExcelData", order = 1)]
- public class EludeBeastTwoExcelData : ExcelDataBase<EludeBeastTwoExcelItem>
- {
- }
- #if UNITY_EDITOR
- public class EludeBeastTwoAssetAssignment
- {
- public static bool CreateAsset(List<Dictionary<string, string>> allItemValueRowList, string excelAssetPath)
- {
- if (allItemValueRowList == null || allItemValueRowList.Count == 0)
- return false;
- int rowCount = allItemValueRowList.Count;
- EludeBeastTwoExcelItem[] items = new EludeBeastTwoExcelItem[rowCount];
- for (int i = 0; i < items.Length; i++)
- {
- items[i] = new EludeBeastTwoExcelItem();
- items[i].Grade = Convert.ToInt32(allItemValueRowList[i]["Grade"]);
- items[i].beginOne = Convert.ToInt32(allItemValueRowList[i]["beginOne"]);
- items[i].finishOne = Convert.ToInt32(allItemValueRowList[i]["finishOne"]);
- items[i].beginTwo = Convert.ToInt32(allItemValueRowList[i]["beginTwo"]);
- items[i].finishTwo = Convert.ToInt32(allItemValueRowList[i]["finishTwo"]);
- items[i].beginThree = Convert.ToInt32(allItemValueRowList[i]["beginThree"]);
- items[i].finishThree = Convert.ToInt32(allItemValueRowList[i]["finishThree"]);
- items[i].delayTime = Convert.ToSingle(allItemValueRowList[i]["delayTime"]);
- items[i].Score = Convert.ToInt32(allItemValueRowList[i]["Score"]);
- items[i].decideTime = Convert.ToSingle(allItemValueRowList[i]["decideTime"]);
- }
- EludeBeastTwoExcelData excelDataAsset = ScriptableObject.CreateInstance<EludeBeastTwoExcelData>();
- excelDataAsset.items = items;
- if (!Directory.Exists(excelAssetPath))
- Directory.CreateDirectory(excelAssetPath);
- string pullPath = excelAssetPath + "/" + typeof(EludeBeastTwoExcelData).Name + ".asset";
- UnityEditor.AssetDatabase.DeleteAsset(pullPath);
- UnityEditor.AssetDatabase.CreateAsset(excelDataAsset, pullPath);
- UnityEditor.AssetDatabase.Refresh();
- return true;
- }
- }
- #endif
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