32 lines
971 B
C#
32 lines
971 B
C#
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using UnityEngine;
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using UnityEditor;
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namespace ZXL.Excel
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{
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/// <summary>
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/// <20><><EFBFBD><EFBFBD>ScriptableObject<63><74><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD>ļ<EFBFBD>
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/// </summary>
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public class BuildAsset : Editor
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{
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/// <summary>
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/// <20><>ȡExcel<65><6C><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Excel<65><6C><EFBFBD><EFBFBD><EFBFBD><EFBFBD>д<EFBFBD><D0B4><EFBFBD><EFBFBD>asset<65><74>Դ<EFBFBD><D4B4><EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD>ݵ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ظ<EFBFBD><D8B8><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
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/// </summary>
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/// <param name="name"><3E>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD></param>
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[MenuItem("BuildAsset/Build Scriptable Asset")]
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public static void ExcuteBuild(string name, string sheetName)
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{
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BookHolder holder = ScriptableObject.CreateInstance<BookHolder>();
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// //<2F><>ѯexcel<65><6C><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݣ<EFBFBD><DDA3><EFBFBD>ֵ<EFBFBD><D6B5>asset<65>ļ<EFBFBD>
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// holder.menus = ReadExcel.SelectMenuTable(name, sheetName);
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//
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// string path = "Assets/Resources/Excel/" + name + ".asset";
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//
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// AssetDatabase.CreateAsset(holder, path);
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AssetDatabase.Refresh();
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Debug.Log("BuildAsset Success!");
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}
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}
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}
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