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DungeonShooting / DungeonShooting_Godot / addons / dungeonShooting_plugin / generator / ExcelGenerator.cs
  1. #if TOOLS
  2.  
  3. using System;
  4. using System.IO;
  5. using System.Text.Json;
  6. using Config;
  7. using Godot;
  8. using Array = Godot.Collections.Array;
  9.  
  10. namespace Generator;
  11.  
  12. public static class ExcelGenerator
  13. {
  14. /// <summary>
  15. /// 执行导出Excel表
  16. /// </summary>
  17. public static bool ExportExcel()
  18. {
  19. var arr = new Array();
  20. var toolDir = "excelTool";
  21. var excelPath = "excel/";
  22. var jsonPath = "resource/config/";
  23. var codePath = "src/config/";
  24. //平台名称
  25. var osName = OS.GetName();
  26. //平台标识符
  27. string rid;
  28. string toolName;
  29. if (osName == "Windows")
  30. {
  31. rid = "win-x64";
  32. toolName = "ExcelTool.exe";
  33. }
  34. else if (osName == "macOS")
  35. {
  36. rid = "osx-x64";
  37. toolName = "ExcelTool";
  38. }
  39. else
  40. {
  41. GD.PrintErr($"当前平台{osName}不支持导出Excel表");
  42. return false;
  43. }
  44.  
  45. var toolPath = $"{toolDir}/publish/{rid}";
  46. if (!Directory.Exists(toolPath)) //判断是否编译过工具
  47. {
  48. GD.Print("开始编译导出工具");
  49. var r = compilerTool(toolDir, rid, toolPath);
  50. if (r != 0)
  51. {
  52. return false;
  53. }
  54. }
  55. else if (File.ReadAllText($"{toolDir}/version") != File.ReadAllText($"{toolPath}/version")) //版本有变化
  56. {
  57. GD.Print("工具版本有变化,执行重新编译导出工具");
  58. //删除编译目录
  59. Directory.Delete(toolPath, true);
  60. var r = compilerTool(toolDir, rid, toolPath);
  61. if (r != 0)
  62. {
  63. return false;
  64. }
  65. }
  66. var result = OS.Execute($"{toolPath}/{toolName}", new[] { excelPath, jsonPath, codePath }, arr);
  67. foreach (var message in arr)
  68. {
  69. GD.Print(message);
  70. }
  71. if (result != 0)
  72. {
  73. return false;
  74. }
  75. try
  76. {
  77. GeneratorActivityObjectInit();
  78. GD.Print("生成'src/framework/activity/ActivityObject_Init.cs'成功!");
  79. }
  80. catch (Exception e)
  81. {
  82. GD.PrintErr(e.ToString());
  83. return false;
  84. }
  85.  
  86. return true;
  87. }
  88.  
  89. //编译工具
  90. private static int compilerTool(string csProjectPath, string rid, string outputPath)
  91. {
  92. //dotnet publish excelTool -c Release -r win-x64 -o ./excelTool/publish/win-x64
  93. var outLog = new Array();
  94. var result = OS.Execute("dotnet", new string[] { "publish", csProjectPath, "-c", "Release", "-r", rid, "-o", outputPath }, outLog);
  95. foreach (var variant in outLog)
  96. {
  97. GD.Print(variant);
  98. }
  99.  
  100. return result;
  101. }
  102.  
  103. //生成初始化 ActivityObject 代码
  104. private static void GeneratorActivityObjectInit()
  105. {
  106. var text = File.ReadAllText($"resource/config/{nameof(ExcelConfig.ActivityBase)}.json");
  107. var array = JsonSerializer.Deserialize<System.Collections.Generic.Dictionary<string, object>[]>(text);
  108. var code1 = "";
  109.  
  110. foreach (var item in array)
  111. {
  112. var id = item["Id"];
  113. var name = item["Name"] + "";
  114. var intro = item["Intro"] + "";
  115. code1 += $" /// <summary>\n";
  116. code1 += $" /// 名称: {name} <br/>\n";
  117. code1 += $" /// 简介: {intro.Replace("\n", " <br/>\n /// ")}\n";
  118. code1 += $" /// </summary>\n";
  119. code1 += $" public const string Id_{id} = \"{id}\";\n";
  120. }
  121. var str = $"using Config;\n\n";
  122. str += $"// 根据配置表注册物体, 该类是自动生成的, 请不要手动编辑!\n";
  123. str += $"public partial class ActivityObject\n";
  124. str += $"{{\n";
  125. str += $" /// <summary>\n";
  126. str += $" /// 存放所有在表中注册的物体的id\n";
  127. str += $" /// </summary>\n";
  128. str += $" public static class Ids\n";
  129. str += $" {{\n";
  130. str += code1;
  131. str += $" }}\n";
  132. str += $"}}\n";
  133. File.WriteAllText("src/framework/activity/ActivityObject_Init.cs", str);
  134. }
  135. }
  136.  
  137. #endif