diff --git a/Assets/Scripts/Editor/ExcelTool/DataConfig/DataConfigWindow.cs b/Assets/Scripts/Editor/ExcelTool/DataConfig/DataConfigWindow.cs index d3f2a5a550..f06aeee351 100644 --- a/Assets/Scripts/Editor/ExcelTool/DataConfig/DataConfigWindow.cs +++ b/Assets/Scripts/Editor/ExcelTool/DataConfig/DataConfigWindow.cs @@ -12,6 +12,7 @@ namespace GameEditor.Core.DataConfig public class ConfigExportWindow:EditorWindow { static string m_ExcelPath; + static string m_BattleConfigPath; static string m_Bench; static string[] m_Files; static bool[] m_Choose; @@ -21,6 +22,7 @@ namespace GameEditor.Core.DataConfig private static void ShowConfigWin() { m_ExcelPath = EditorPrefs.GetString("m_ExcelPath"); + m_BattleConfigPath = EditorPrefs.GetString("m_BattleConfigPath"); m_Bench = EditorPrefs.GetString("m_Bench"); LoadDic(); @@ -64,6 +66,7 @@ namespace GameEditor.Core.DataConfig } // 保存数据 EditorPrefs.SetString("m_ExcelPath", m_ExcelPath); + EditorPrefs.SetString("m_BattleConfigPath", m_BattleConfigPath); EditorPrefs.SetString("m_Bench", m_Bench); } @@ -111,6 +114,10 @@ namespace GameEditor.Core.DataConfig p.Close(); } + private string[] battleConfigList = new string[] + { + "PassiveSkillLogicConfig" + }; private void OnGUI() { @@ -159,7 +166,24 @@ namespace GameEditor.Core.DataConfig // 导表 DataConfigWindow.excelALLConfig(true, m_Bench + "/base_data"); } - + + EditorGUILayout.LabelField("战斗数据表同步路径:"); + m_BattleConfigPath = EditorGUILayout.TextField("", m_BattleConfigPath); + if (GUILayout.Button("同步战斗数据表", GUILayout.Height(40f))) + { + string sourcePath = Application.dataPath + "/ManagedResources/~lua/Config/Data/"; + for(int i = 0; i < battleConfigList.Length; i++) + { + string luaFile = sourcePath + battleConfigList[i] + ".lua"; + string targetPath = m_BattleConfigPath +"/"+ battleConfigList[i] + ".lua"; + UnityEngine.Debug.Log(battleConfigList[i]); + File.Copy(luaFile, targetPath, true); + } + // 同步 + UnityEngine.Debug.Log("同步成功"); + // 保存数据 + SaveLocalConfig(); + } } }