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[开源]excel文件自动代码配置生成器

2017-05-15 14:36 513 查看

excel文件代码配置生成器

github地址

由于xls版本采用旧格式,读取的数据会导致部分异常,仅支持xlsx后缀格式(office 2007 及以后版本)

安装插件后,把xlsx文件放入工程,并且右键属性,在自定义工具中输入,ToCS(注意大小写)

在弹出对话框中,找到插件目录,输入(注意最后有下划线),并刷新,如果刷新出有数据则为正确路径。

关闭,右键运行自定义工具,即可生成代码。

注意:

第一列为ID字段,默认仅支持int,类型,所以填0,(仅关心ID>0)的列,任何小于1的数据都被忽略。

ID不可重复,如果重复,会被后面的相同ID覆盖。

安装

bin/ExcelToCS.vsix 直接进行安装。

安装后,提示框,请指向 /bin/Addin/ 目录, 带最后一个斜杠

生成文件说明

在Excel同目录下,会生成以下文件:

nameMap.txt 名称映射

typeMap.txt 类型映射

xxx.cs 代码文件

ConfigHelper.cs 配置公用代码,可自行修改

xxx.xml 对应的xml文件

类型:

第一列示例数据,可定义当前类型,

空,默认为 string

0,定义为 int

0.1 定义为 float

可在 typeMap.txt 中强行定义

#为忽略当前行
#针对某个表的特定可进行
#表翻译.字段
#Name|type
ID|int
字段名称|枚举
#字段名称|enum
#怪物表中的五行字段|强制为枚举类型
MonsterTable.五行|Enum_TheFiveLine


强制类型

枚举,通过寻找当前同表枚举表进行搜索,如果搜索到,则进行匹配。

如果是其他表,则无法自动匹配,需要手动指定类型。

nameMap.txt

#srcurl|http://fanyi.baidu.com/v2transapi?from=zh&to=en&query={src}
#这是百度翻译接口
#dstmath|"dst":"(?<dst>([A-Z0-9a-z\s]+))"
#这是结果获取
#xmlout|./
#这是xml输出路径,默认可以不用去改


截断支持

表名,或字段 前增加 “__” 为忽略字段

字段 之前增加 “@@” 为后续字段全部忽略

枚举类型支持

枚举表格为默认名称 Sheet2 或手动修改成 @@config

默认第一个表格的字段与 配置表格字段相同,则为配置表格生成枚举类型

示例:

表格1 Sheet1

ID名字头像形象战斗头像品质五行
0strstrstrstr
1东方不败ZD_TX_dongfangbubai
2令狐冲ZD_TX_dongfangbubai
3慕容复ZD_TX_dongfangbubai
4段誉ZD_TX_dongfangbubai
5郭靖ZD_TX_dongfangbubai
6小龙女ZD_TX_dongfangbubai
表格2 Sheet2

五行品质
生成

//Code Gen By GeneratorSample, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
//Start Run:
//CodeBase file:///C:/Program Files (x86)/Microsoft Visual Studio 14.0/Common7/IDE/Extensions/0kdo2r54.zzi/GeneratorSample.dll
//wszInputFilePath:C:\Users\fj\Documents\Visual Studio 2015\Projects\ConsoleApplication1\ConsoleApplication1\英雄表.xlsx
//wszDefaultNamespace:ConsoleApplication1
//BasePath:C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\IDE\Extensions\0kdo2r54.zzi

//Code Gen By ExcelCodeBuilder V1.3 ...
//Addin path E:\VSAddIn\Addin\CsvCodeGen.exe

using System;
using System.Collections.Generic;
using System.Xml;

namespace ConsoleApplication1 {

/// <summary>
/// 五行
/// </summary>
public enum Enum_TheFiveLine{

/// <summary>
/// 金
/// </summary>
Gold,

/// <summary>
/// 木
/// </summary>
Wood,

/// <summary>
/// 水
/// </summary>
Water,

/// <summary>
/// 火
/// </summary>
Fire,

/// <summary>
/// 土
/// </summary>
Soil,
}

/// <summary>
/// 品质
/// </summary>
public enum Enum_Quality{

/// <summary>
/// 白
/// </summary>
White,

/// <summary>
/// 蓝
/// </summary>
Blue,

/// <summary>
/// 紫
/// </summary>
Purple,

/// <summary>
/// 橙
/// </summary>
Orange,
}
}

//eunms Gen By ExcelCodeBuilder  ...
//xmlout C:\Users\fj\Documents\Visual Studio 2015\Projects\ConsoleApplication1\ConsoleApplication1\\

namespace ConsoleApplication1
{
/// <summary>
/// 英雄表
/// </summary>
[Serializable]
//[Config(Index = 0)]
public partial class HeroWatch
#if MA
:IMemberAccessor
#endif
{

/// <summary>
/// ID
/// </summary>

//ConfigValue<int> _ID ;
int _ID;

/// <summary>
/// ID
/// </summary>
[ConfigItemMap("ID")]
public int ID {
get{
return _ID;
}
set {
_ID = value;
}

}

/// <summary>
/// 名字
/// </summary>

//ConfigValue<String> _Name ;
String _Name;

/// <summary>
/// 名字
/// </summary>
[ConfigItemMap("名字")]
public String Name {
get{
return _Name;
}
set {
_Name = value;
}

}

/// <summary>
/// 头像
/// </summary>

//ConfigValue<String> _HeadPortrait ;
String _HeadPortrait;

/// <summary>
/// 头像
/// </summary>
[ConfigItemMap("头像")]
public String HeadPortrait {
get{
return _HeadPortrait;
}
set {
_HeadPortrait = value;
}

}

/// <summary>
/// 形象
/// </summary>

//ConfigValue<String> _Image ;
String _Image;

/// <summary>
/// 形象
/// </summary>
[ConfigItemMap("形象")]
public String Image {
get{
return _Image;
}
set {
_Image = value;
}

}

/// <summary>
/// 战斗头像
/// </summary>

//ConfigValue<String> _BattleAvatar ;
String _BattleAvatar;

/// <summary>
/// 战斗头像
/// </summary>
[ConfigItemMap("战斗头像")]
public String BattleAvatar {
get{
return _BattleAvatar;
}
set {
_BattleAvatar = value;
}

}

/// <summary>
/// 品质
/// </summary>

//ConfigValue<String> _Quality ;
String _Quality;

/// <summary>
/// 品质
/// </summary>
[ConfigItemMap("品质")]
public String Quality {
get{
return _Quality;
}
set {
_Quality = value;
}

}

/// <summary>
/// 五行
/// </summary>

//ConfigValue<Enum_TheFiveLine> _TheFiveLine ;
Enum_TheFiveLine _TheFiveLine;

/// <summary>
/// 五行
/// </summary>
[ConfigItemMap("五行")]
public Enum_TheFiveLine TheFiveLine {
get{
return _TheFiveLine;
}
set {
_TheFiveLine = value;
}

}

/// <summary>
/// 兵力
/// </summary>

//ConfigValue<Int32> _Troops ;
Int32 _Troops;

/// <summary>
/// 兵力
/// </summary>
[ConfigItemMap("兵力")]
public Int32 Troops {
get{
return _Troops;
}
set {
_Troops = value;
}

}

/// <summary>
/// 攻击
/// </summary>

//ConfigValue<Int32> _Attack ;
Int32 _Attack;

/// <summary>
/// 攻击
/// </summary>
[ConfigItemMap("攻击")]
public Int32 Attack {
get{
return _Attack;
}
set {
_Attack = value;
}

}

/// <summary>
/// 防御
/// </summary>

//ConfigValue<Int32> _Defense ;
Int32 _Defense;

/// <summary>
/// 防御
/// </summary>
[ConfigItemMap("防御")]
public Int32 Defense {
get{
return _Defense;
}
set {
_Defense = value;
}

}

/// <summary>
/// 智力
/// </summary>

//ConfigValue<Int32> _Intelligence ;
Int32 _Intelligence;

/// <summary>
/// 智力
/// </summary>
[ConfigItemMap("智力")]
public Int32 Intelligence {
get{
return _Intelligence;
}
set {
_Intelligence = value;
}

}

/// <summary>
/// 速度
/// </summary>

//ConfigValue<Int32> _Speed ;
Int32 _Speed;

/// <summary>
/// 速度
/// </summary>
[ConfigItemMap("速度")]
public Int32 Speed {
get{
return _Speed;
}
set {
_Speed = value;
}

}

/// <summary>
/// 暴击
/// </summary>

//ConfigValue<String> _Crit ;
String _Crit;

/// <summary>
/// 暴击
/// </summary>
[ConfigItemMap("暴击")]
public String Crit {
get{
return _Crit;
}
set {
_Crit = value;
}

}

/// <summary>
/// 韧性
/// </summary>

//ConfigValue<String> _Toughness ;
String _Toughness;

/// <summary>
/// 韧性
/// </summary>
[ConfigItemMap("韧性")]
public String Toughness {
get{
return _Toughness;
}
set {
_Toughness = value;
}

}

/// <summary>
/// 兵力成长
/// </summary>

//ConfigValue<Int32> _TroopGrowth ;
Int32 _TroopGrowth;

/// <summary>
/// 兵力成长
/// </summary>
[ConfigItemMap("兵力成长")]
public Int32 TroopGrowth {
get{
return _TroopGrowth;
}
set {
_TroopGrowth = value;
}

}

/// <summary>
/// 攻击成长
/// </summary>

//ConfigValue<Single> _AttackGrowth ;
Single _AttackGrowth;

/// <summary>
/// 攻击成长
/// </summary>
[ConfigItemMap("攻击成长")]
public Single AttackGrowth {
get{
return _AttackGrowth;
}
set {
_AttackGrowth = value;
}

}

/// <summary>
/// 防御成长
/// </summary>

//ConfigValue<Single> _DefenseGrowth ;
Single _DefenseGrowth;

/// <summary>
/// 防御成长
/// </summary>
[ConfigItemMap("防御成长")]
public Single DefenseGrowth {
get{
return _DefenseGrowth;
}
set {
_DefenseGrowth = value;
}

}

/// <summary>
/// 智力成长
/// </summary>

//ConfigValue<Single> _IntellectualGrowth ;
Single _IntellectualGrowth;

/// <summary>
/// 智力成长
/// </summary>
[ConfigItemMap("智力成长")]
public Single IntellectualGrowth {
get{
return _IntellectualGrowth;
}
set {
_IntellectualGrowth = value;
}

}

/// <summary>
/// 速度成长
/// </summary>

//ConfigValue<Single> _SpeedGrowth ;
Single _SpeedGrowth;

/// <summary>
/// 速度成长
/// </summary>
[ConfigItemMap("速度成长")]
public Single SpeedGrowth {
get{
return _SpeedGrowth;
}
set {
_SpeedGrowth = value;
}

}

/// <summary>
/// 战斗技能
/// </summary>

//ConfigValue<Int32> _CombatSkills ;
Int32 _CombatSkills;

/// <summary>
/// 战斗技能
/// </summary>
[ConfigItemMap("战斗技能")]
public Int32 CombatSkills {
get{
return _CombatSkills;
}
set {
_CombatSkills = value;
}

}

/// <summary>
/// 内政技能1
/// </summary>

//ConfigValue<Int32> _HomeSkills1 ;
Int32 _HomeSkills1;

/// <summary>
/// 内政技能1
/// </summary>
[ConfigItemMap("内政技能1")]
public Int32 HomeSkills1 {
get{
return _HomeSkills1;
}
set {
_HomeSkills1 = value;
}

}

/// <summary>
/// 内政技能2
/// </summary>

//ConfigValue<Int32> _HomeSkills2 ;
Int32 _HomeSkills2;

/// <summary>
/// 内政技能2
/// </summary>
[ConfigItemMap("内政技能2")]
public Int32 HomeSkills2 {
get{
return _HomeSkills2;
}
set {
_HomeSkills2 = value;
}

}

#if !RELEASE_CLIENT
string xmldata = null;

public override string ToString()
{
return xmldata;
}
#endif
/// <summary>
/// ID
/// </summary>
//public string xmlcrc { get;set; }

public bool CheckId()
{
if (ID > 0)
{
return true;
}
return false;
}

public int GetId()
{
return   ConfigHelper.ConvertTo<int>(ID);
}
public void Parse(XmlNode xmlnode)
{
#if !RELEASE_CLIENT
xmldata = xmlnode.InnerXml;
#endif
//xmlcrc = xmlnode.InnerXml.GetHashCode().ToString();
foreach(XmlNode node in xmlnode)
{
var localnode = node;
switch(node.Name)
{
case "ID":
this._ID =   ConfigHelper.ConvertTo<int>(localnode.InnerText);
break;
case "名字":
this._Name =   ConfigHelper.ConvertTo<String>(localnode.InnerText);
break;
case "头像":
this._HeadPortrait =   ConfigHelper.ConvertTo<String>(localnode.InnerText);
break;
case "形象":
this._Image =   ConfigHelper.ConvertTo<String>(localnode.InnerText);
break;
case "战斗头像":
this._BattleAvatar =   ConfigHelper.ConvertTo<String>(localnode.InnerText);
break;
case "品质":
this._Quality =   ConfigHelper.ConvertTo<String>(localnode.InnerText);
break;
case "五行":
this._TheFiveLine =   ConfigHelper.ConvertTo<Enum_TheFiveLine>(localnode.InnerText);
break;
case "兵力":
this._Troops =   ConfigHelper.ConvertTo<Int32>(localnode.InnerText);
break;
case "攻击":
this._Attack =   ConfigHelper.ConvertTo<Int32>(localnode.InnerText);
break;
case "防御":
this._Defense =   ConfigHelper.ConvertTo<Int32>(localnode.InnerText);
break;
case "智力":
this._Intelligence =   ConfigHelper.ConvertTo<Int32>(localnode.InnerText);
break;
case "速度":
this._Speed =   ConfigHelper.ConvertTo<Int32>(localnode.InnerText);
break;
case "暴击":
this._Crit =   ConfigHelper.ConvertTo<String>(localnode.InnerText);
break;
case "韧性":
this._Toughness =   ConfigHelper.ConvertTo<String>(localnode.InnerText);
break;
case "兵力成长":
this._TroopGrowth =   ConfigHelper.ConvertTo<Int32>(localnode.InnerText);
break;
case "攻击成长":
this._AttackGrowth =   ConfigHelper.ConvertTo<Single>(localnode.InnerText);
break;
case "防御成长":
this._DefenseGrowth =   ConfigHelper.ConvertTo<Single>(localnode.InnerText);
break;
case "智力成长":
this._IntellectualGrowth =   ConfigHelper.ConvertTo<Single>(localnode.InnerText);
break;
case "速度成长":
this._SpeedGrowth =   ConfigHelper.ConvertTo<Single>(localnode.InnerText);
break;
case "战斗技能":
this._CombatSkills =   ConfigHelper.ConvertTo<Int32>(localnode.InnerText);
break;
case "内政技能1":
this._HomeSkills1 =   ConfigHelper.ConvertTo<Int32>(localnode.InnerText);
break;
case "内政技能2":
this._HomeSkills2 =   ConfigHelper.ConvertTo<Int32>(localnode.InnerText);
break;

}
}
}

public object GetValue(object instance, string memberName)
{

if (memberName == "ID")
{
return ID;
}

if (memberName == "Name")
{
return Name;
}

if (memberName == "HeadPortrait")
{
return HeadPortrait;
}

if (memberName == "Image")
{
return Image;
}

if (memberName == "BattleAvatar")
{
return BattleAvatar;
}

if (memberName == "Quality")
{
return Quality;
}

if (memberName == "TheFiveLine")
{
return TheFiveLine;
}

if (memberName == "Troops")
{
return Troops;
}

if (memberName == "Attack")
{
return Attack;
}

if (memberName == "Defense")
{
return Defense;
}

if (memberName == "Intelligence")
{
return Intelligence;
}

if (memberName == "Speed")
{
return Speed;
}

if (memberName == "Crit")
{
return Crit;
}

if (memberName == "Toughness")
{
return Toughness;
}

if (memberName == "TroopGrowth")
{
return TroopGrowth;
}

if (memberName == "AttackGrowth")
{
return AttackGrowth;
}

if (memberName == "DefenseGrowth")
{
return DefenseGrowth;
}

if (memberName == "IntellectualGrowth")
{
return IntellectualGrowth;
}

if (memberName == "SpeedGrowth")
{
return SpeedGrowth;
}

if (memberName == "CombatSkills")
{
return CombatSkills;
}

if (memberName == "HomeSkills1")
{
return HomeSkills1;
}

if (memberName == "HomeSkills2")
{
return HomeSkills2;
}

return null;
}

public void SetValue(object instance, string memberName, object newValue)
{
var obj = instance as HeroWatch;

if (memberName == "ID")
{
obj.ID = (int)newValue;
}

if (memberName == "Name")
{
obj.Name = (String)newValue;
}

if (memberName == "HeadPortrait")
{
obj.HeadPortrait = (String)newValue;
}

if (memberName == "Image")
{
obj.Image = (String)newValue;
}

if (memberName == "BattleAvatar")
{
obj.BattleAvatar = (String)newValue;
}

if (memberName == "Quality")
{
obj.Quality = (String)newValue;
}

if (memberName == "TheFiveLine")
{
obj.TheFiveLine = (Enum_TheFiveLine)newValue;
}

if (memberName == "Troops")
{
obj.Troops = (Int32)newValue;
}

if (memberName == "Attack")
{
obj.Attack = (Int32)newValue;
}

if (memberName == "Defense")
{
obj.Defense = (Int32)newValue;
}

if (memberName == "Intelligence")
{
obj.Intelligence = (Int32)newValue;
}

if (memberName == "Speed")
{
obj.Speed = (Int32)newValue;
}

if (memberName == "Crit")
{
obj.Crit = (String)newValue;
}

if (memberName == "Toughness")
{
obj.Toughness = (String)newValue;
}

if (memberName == "TroopGrowth")
{
obj.TroopGrowth = (Int32)newValue;
}

if (memberName == "AttackGrowth")
{
obj.AttackGrowth = (Single)newValue;
}

if (memberName == "DefenseGrowth")
{
obj.DefenseGrowth = (Single)newValue;
}

if (memberName == "IntellectualGrowth")
{
obj.IntellectualGrowth = (Single)newValue;
}

if (memberName == "SpeedGrowth")
{
obj.SpeedGrowth = (Single)newValue;
}

if (memberName == "CombatSkills")
{
obj.CombatSkills = (Int32)newValue;
}

if (memberName == "HomeSkills1")
{
obj.HomeSkills1 = (Int32)newValue;
}

if (memberName == "HomeSkills2")
{
obj.HomeSkills2 = (Int32)newValue;
}

}
}

/// <summary>
/// 英雄表
/// </summary>
public partial class HeroWatchConfigs
{
public readonly static  string path = ConfigHelper.GetXmlPath + "HeroWatch.xml";

private static HeroWatchConfigs _Configs;
public static HeroWatchConfigs Configs
{
get
{
if (_Configs == null)
{
var config = Datas;
}

return _Configs;
}
}

public static DateTime LastRead { get ; private set;}

static  Dictionary<int, HeroWatch> DatasMap { get; set; }

public HeroWatch this[int key]
{
get { return DatasMap[key]; }
}

public static List<HeroWatch> Datas
{
get
{
if (_Configs == null)
{
ConvertInit();
var cfgs = new HeroWatchConfigs();
cfgs.Init(null);
LastRead = DateTime.Now;
_Configs = cfgs;

}
return Configs.DataList;
}
}

public static void ConvertInit(){

ExctionClass.RegEnumConvert<Enum_TheFiveLine>(o =>
{
var str = o.ToString();
switch (str)
{

case "金":
return Enum_TheFiveLine.Gold;

case "木":
return Enum_TheFiveLine.Wood;

case "水":
return Enum_TheFiveLine.Water;

case "火":
return Enum_TheFiveLine.Fire;

case "土":
return Enum_TheFiveLine.Soil;

}
return Enum_TheFiveLine.Gold;
});

ExctionClass.RegEnumConvertBack<Enum_TheFiveLine>(o =>
{
var str = (Enum_TheFiveLine)o;
switch (str)
{

case Enum_TheFiveLine.Gold:
return "金";

case Enum_TheFiveLine.Wood:
return "木";

case Enum_TheFiveLine.Water:
return "水";

case Enum_TheFiveLine.Fire:
return "火";

case Enum_TheFiveLine.Soil:
return "土";

}
return "";
});

ExctionClass.RegEnumConvert<Enum_Quality>(o =>
{
var str = o.ToString();
switch (str)
{

case "白":
return Enum_Quality.White;

case "蓝":
return Enum_Quality.Blue;

case "紫":
return Enum_Quality.Purple;

case "橙":
return Enum_Quality.Orange;

}
return Enum_Quality.White;
});

ExctionClass.RegEnumConvertBack<Enum_Quality>(o =>
{
var str = (Enum_Quality)o;
switch (str)
{

case Enum_Quality.White:
return "白";

case Enum_Quality.Blue:
return "蓝";

case Enum_Quality.Purple:
return "紫";

case Enum_Quality.Orange:
return "橙";

}
return "";
});

}

public static void ReLoad(){
_Configs = null;
//var x = Datas;
}

private List<HeroWatch> _dateList = new List<HeroWatch>();

public List<HeroWatch> DataList
{
get { return _dateList; }
set { _dateList = value; }
}

public void Init(string inputxml)
{
if (string.IsNullOrEmpty(inputxml))
{
inputxml = ConfigHelper.GetXml(path, this.Init);
}
if (   string.IsNullOrEmpty( inputxml) || inputxml.StartsWith("<"))
{
DataList.Clear();
XmlDocument doc = new XmlDocument();
XmlReader reader = null;
if (inputxml != null)
{
doc.LoadXml(inputxml);
}
else
{
if (System.IO.File.Exists(path))
{
System.IO.StreamReader file = null;
try
{
file = System.IO.File.OpenText(path);
inputxml = file.ReadToEnd();
doc.LoadXml(inputxml);
}
finally
{
if (file != null)
{
file.Close();
file.Dispose();
}
}
}
else
{

return;

}
}

XmlNode xn = doc.ChildNodes[1];

foreach (XmlNode node in xn.ChildNodes)
{
try{

var item = new HeroWatch();
item.Parse(node);
if(item.CheckId()){
DataList.Add(item);
}

}
catch (Exception e)
{
ConfigHelper.Log("Lost:" + node.InnerXml + " " + e.ToString());
}
}
}
else
{
#if !SV
DataList =  ConfigHelper.ToObject<List<HeroWatch>>(inputxml);
#endif
}
DatasMap= new Dictionary<int, HeroWatch>();
foreach (var item in DataList)
{
DatasMap[item.GetId()] = item;
}

}
}
}
//User Plug:CsvCodeGen.exe Type:CsvCodeGen.ExcelCodeBuilder
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