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using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using WK.Data;
namespace WK
{
public class GenerateFileKey
{
private static string targetFile = "Assets/Scripts/Data/Metadata/FileKey.cs";
[MenuItem("Tools/生成FileKey.cs")]
public static void EditorGenerateFileKey()
{
TextAsset text = ResourceManager.Instance.LoadAsset<TextAsset>(StaticDefine.FileList);
string content = text.text;
List<FileDescriptor> files = CSVReader.Read<FileDescriptor>(content);
Dictionary<string/*EFileKey*/, FileDescriptor> filelist = new Dictionary<string, FileDescriptor>();
CSVReader.ReadDictionary<string, FileDescriptor>(filelist, content, "key");
if(filelist.Count > 0)
{
if (File.Exists(targetFile))
{
File.Delete(targetFile);
}
FileStream fs = File.Create(targetFile);
using (StreamWriter writer = new StreamWriter(fs))
{
writer.WriteLine("// 自动生成");
writer.WriteLine("namespace WK.Data");
writer.WriteLine("{");
writer.WriteLine("\tpublic enum EFileKey");
writer.WriteLine("\t{");
writer.WriteLine("\t\tnone = 0,\n");
foreach(var kv in filelist)
{
writer.WriteLine("\t\t" + kv.Key + ",");
}
writer.WriteLine("\n\t\tall");
writer.WriteLine("\t}");
writer.WriteLine("}");
}
}
}
}
}
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