[开源]excel文件自动代码配置生成器

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":"(?([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

  1. 表名,或字段 前增加 “__” 为忽略字段
  2. 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
0 str str str str
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 {

        /// 
        /// 五行
        /// 
public enum Enum_TheFiveLine{

        /// 
        ///
        /// 
Gold,

        /// 
        ///
        /// 
Wood,

        /// 
        ///
        /// 
Water,

        /// 
        ///
        /// 
Fire,

        /// 
        ///
        /// 
Soil,
}

        /// 
        /// 品质
        /// 
public enum Enum_Quality{

        /// 
        ///
        /// 
White,

        /// 
        ///
        /// 
Blue,

        /// 
        ///
        /// 
Purple,

        /// 
        ///
        /// 
Orange,
}
}

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


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


        /// 
        /// ID
        /// 

 //ConfigValue _ID ;
int _ID;

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

}



        /// 
        /// 名字
        /// 

 //ConfigValue _Name ;
String _Name;

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

}



        /// 
        /// 头像
        /// 

 //ConfigValue _HeadPortrait ;
String _HeadPortrait;

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

}



        /// 
        /// 形象
        /// 

 //ConfigValue _Image ;
String _Image;

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

}



        /// 
        /// 战斗头像
        /// 

 //ConfigValue _BattleAvatar ;
String _BattleAvatar;

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

}



        /// 
        /// 品质
        /// 

 //ConfigValue _Quality ;
String _Quality;

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

}



        /// 
        /// 五行
        /// 

 //ConfigValue _TheFiveLine ;
Enum_TheFiveLine _TheFiveLine;

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

}



        /// 
        /// 兵力
        /// 

 //ConfigValue _Troops ;
Int32 _Troops;

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

}



        /// 
        /// 攻击
        /// 

 //ConfigValue _Attack ;
Int32 _Attack;

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

}



        /// 
        /// 防御
        /// 

 //ConfigValue _Defense ;
Int32 _Defense;

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

}



        /// 
        /// 智力
        /// 

 //ConfigValue _Intelligence ;
Int32 _Intelligence;

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

}



        /// 
        /// 速度
        /// 

 //ConfigValue _Speed ;
Int32 _Speed;

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

}



        /// 
        /// 暴击
        /// 

 //ConfigValue _Crit ;
String _Crit;

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

}



        /// 
        /// 韧性
        /// 

 //ConfigValue _Toughness ;
String _Toughness;

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

}



        /// 
        /// 兵力成长
        /// 

 //ConfigValue _TroopGrowth ;
Int32 _TroopGrowth;

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

}



        /// 
        /// 攻击成长
        /// 

 //ConfigValue _AttackGrowth ;
Single _AttackGrowth;

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

}



        /// 
        /// 防御成长
        /// 

 //ConfigValue _DefenseGrowth ;
Single _DefenseGrowth;

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

}



        /// 
        /// 智力成长
        /// 

 //ConfigValue _IntellectualGrowth ;
Single _IntellectualGrowth;

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

}



        /// 
        /// 速度成长
        /// 

 //ConfigValue _SpeedGrowth ;
Single _SpeedGrowth;

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

}



        /// 
        /// 战斗技能
        /// 

 //ConfigValue _CombatSkills ;
Int32 _CombatSkills;

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

}



        /// 
        /// 内政技能1
        /// 

 //ConfigValue _HomeSkills1 ;
Int32 _HomeSkills1;

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

}



        /// 
        /// 内政技能2
        /// 

 //ConfigValue _HomeSkills2 ;
Int32 _HomeSkills2;

/// 
/// 内政技能2
/// 
[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
        /// 
        /// ID
        /// 
        //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(localnode.InnerText); 
break;
case "头像":
this._HeadPortrait =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "形象":
this._Image =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "战斗头像":
this._BattleAvatar =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "品质":
this._Quality =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "五行":
this._TheFiveLine =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "兵力":
this._Troops =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "攻击":
this._Attack =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "防御":
this._Defense =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "智力":
this._Intelligence =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "速度":
this._Speed =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "暴击":
this._Crit =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "韧性":
this._Toughness =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "兵力成长":
this._TroopGrowth =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "攻击成长":
this._AttackGrowth =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "防御成长":
this._DefenseGrowth =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "智力成长":
this._IntellectualGrowth =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "速度成长":
this._SpeedGrowth =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "战斗技能":
this._CombatSkills =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "内政技能1":
this._HomeSkills1 =   ConfigHelper.ConvertTo(localnode.InnerText); 
break;
case "内政技能2":
this._HomeSkills2 =   ConfigHelper.ConvertTo(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;
}

        }
    }







    /// 
    /// 英雄表
    /// 
    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 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(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(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(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(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 _dateList = new List();

        public List 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>(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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