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ExcelDataExporter

First Time Setup

  1. Open the window by Tools/ExcelDataExporter
  2. Select the folder where the .xlsx files are located.
  3. Select the folder where the generated .cs files are located.
  4. Select the folder where the exported data(.asset, .json) files are located.

Export

  1. Select the .xlsx files you want to export.
  2. Select the file format.
  3. Click the Generate Code button. This will generate the .cs files match the sheets.
  4. Click the Export button.

Sheet Format

The 1st row is only for metadata at (0, 0), see Metadata section for more information. Other than the (0, 0) cell, the whole 1st row is omitted, so you can the think as the 1st row of the sheet doesn't exist.

While thinking the 1st row doesn't exist:

  • The 1st line is for field summaries. They will become the summaries of the generated code.

  • The 2nd line is for field names. The names should follow the general naming convention.

  • The 3rd line is for field types. Supported types are int, string, bool, Vector2Int, Vector3Int, custom types defined in the $CustomTypes.xlsx, and any array of these types.

  • The 4th line is for filter words. You can decide which column/row to export with your words.

  • Why do we use the word 'line' here? Since the layout can be either horizontal or vertical, the 'line' can means 'row' or 'column'.

  • So your data row start from the 5th row. (Or 6th row if contains metadata row.)

Sheet Example

name=ItemData <- Metadata Line
#skip ItemId Name Minimum Damage Maximum Damage <- Field Summary Line
#skip id name damageMin damageMax <- Field Name Line
bool int string int int <- Field Type Line
skip both both both <- Filter Word Line
1 1001 Sword 5 8 <- Data Start Line
0 1002 Axe 3 12

Click the Generate Code button. The exporter generates the following .cs files.

The following code is generated in Asset mode. In Json mode it will be a little different.

public class ItemDataTable : DataTable<ItemData>
{

}
[Serializable]
public class ItemData
{
    [SerializeField]
    private int _id;
    [SerializeField]
    private string _name;
    [SerializeField]
    private int _damageMin;
    [SerializeField]
    private int _damageMax;

    /// <summary>
    /// ItemId
    /// </summary>
    public int Id => _id;

    /// <summary>
    /// Name
    /// </summary>
    public string Name => _name;

    /// <summary>
    /// Minimum Damage
    /// </summary>
    public int DamageMin => _damageMin;

    /// <summary>
    /// Maximum Damage
    /// </summary>
    public int DamageMax => _damageMax;
}

Metadata

  • Metadata tells the exporter how to treat the sheet.
  • Metadata should be in the first cell (0, 0) of each sheet.
  • The format is key=value.

The supported keys are:

  • name: The name of the sheet. The default class name would be the name of the sheet. I mean the Sheet! Not the .xlsx file name, that's Worksheet!
  • namespace: The namespace of the generated code. The default namespace would be no namespace.
  • type: The type of the sheet. The default type is data-table. The other option is setting. The only difference between them is that, DataTable needs an int id field, since Dictionary needs a key, while Setting doesn't need Dictionary.
  • layout: The layout of the sheet. The default layout is horizontal. The other option is vertical. In default, DataTable is in horizontal layout, and Setting is in vertical layout. So normally you don't need to set this.
  • export: Whether to export the sheet. The default value is true. The other option is false.

For example:

name=ItemDrop  # The generated class name will be ItemDrop.
namespace=Game.Data  # The generated code will be in the Game.Data namespace.
type=setting  # This sheet is a setting sheet.
layout=vertical  # This sheet is in vertical layout.
export=false  # This sheet will not be exported. (Maybe designers are still working on it.)

Ignored Files

  • Exporter only considers .xlsx files, other type of files will be ignored.
  • The files start with ~ will be ignored. Normally they are temp files. For example, ~$ItemDrop.xlsx will be ignored.
  • The files start with $ will be ignored, and some of them are for special purposes. For example, $CustomTypes.xlsx will be treatd as custom type definitions.

Custom Types

  • You may have some small custom types that you want to use in your data. For example, you may have a Reward type that you want to use in your data.

  • $CustomTypes.xlsx is a special file. You can define your custom types in this file.

  • The class or struct are defined in the following format:

    <class|struct> <typename> Summary 1 Summary 2 ...
    Field Name 1 Field Name 2 ...
    Field Type 1 Field Type 2 ...
  • The enum is defined in the following format:

    enum <typename> Summary 1 Summary 2 ...
    Name 1 Name 2 ...
    Value 1 Value 2 ...
  • The metadata works a little different for custom types. Only namespace is supported. The default namespace is no namespace.

  • This file supports multiple custom types. The exporter will generate the .cs files for each type.

  • This file supports multiple sheets. It's useful when you need different namespaces for different types.

Custom Type Example

The following example is in the $CustomTypes.xlsx file.

struct Reward
itemId count
int int
enum ItemType
Undefined Weapon Armor Consumable
0 1 2 10

Click the Generate Code button. The exporter generates the .cs files. Each type will be generated in a separate file.

public struct Reward
{
    public int itemId;
    public int count;
}
public enum ItemType
{
    Undefined = 0,
    Weapon = 1,
    Armor = 2,
    Consumable = 10,
}

Limitations

Compile Errors

This tool is just an tool, generated code may cause compile error if you don't use it properly. Here are some tips to avoid compiled errors.

  • Do it safely! No compile error for each step!
  • If you generate some code and get compile errors, you'd better go back to the last clean state by VCS.
  • If you want to change field names or delete some fields, it's better that programmers and designers discuss together.

The safest way is the standard refactor process:

  1. Designers add some new fields, keep deprecated fields, and export. No compile error? Commit!
  2. Programmers remove the old code, and work with new fields. No compile error? Commit!
  3. Designers should be safe to remove deprecated fields now, and export again. No compile error? Commit!

Follow these steps, there should be no compiled errors after each step, therefore it should be safe to commit for each step.

Out of Unity

For now, this tool is designed to work in Unity, due to generating ScriptableObject with reflection. Obviously this tool should support out of Unity, but it's not implemented yet. The ideal approach is to have a common dll, a cross-platform GUI application, and a Unity editor for ScriptableObject. At that time, there will be a new project and this project will be deprecated.

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