using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; namespace GameEditor.Core.DataConfig { public class DataConfigSetting { private static string Setting_Key = "data_config_setting"; public static string execlDir = System.Environment.CurrentDirectory + "/data_execl/base_data"; public string clientOutputDir = Application.dataPath + "/ManagedResources/~Lua/Config/Data"; public string serverOutputDir = ""; public static DataConfigSetting InitSetting() { //DataConfigSetting setting = null; //string settingJson = EditorPrefs.GetString(Setting_Key); //if (!string.IsNullOrEmpty(settingJson)) //{ // setting = JsonUtility.FromJson(settingJson); //} //else //{ // setting = new DataConfigSetting(); //} // 删除了本地保存的功能,每次打开时自动设置为本工程的相对路径 DataConfigSetting setting = new DataConfigSetting(); return setting; } public static void SaveSetting(DataConfigSetting setting) { //if (setting != null) //EditorPrefs.SetString(Setting_Key, JsonUtility.ToJson(setting)); //EditorPrefs.SetString(Setting_Key, null); } } public class DataExcelSetting { public string excelPath; public List sheets = new List(); public DataExcelSetting(string filePath) { try { excelPath = filePath.Replace("\\", "/"); DataSheet sheet = DataHelper.GetSheet(excelPath); sheet.name = Path.GetFileNameWithoutExtension(filePath); sheets.Add(sheet); } catch (System.Exception e) { Debug.LogError("DataConfigExcelTab::AddChildrenExcelSheet->path = " + filePath + " \nmessage = " + e.Message); } } } }