├── Library ├── BuildPlayer.prefs ├── AssetImportState ├── ScriptAssemblies │ ├── BuiltinAssemblies.stamp │ ├── Assembly-CSharp.dll │ └── Assembly-CSharp.dll.mdb ├── LibraryFormatVersion.txt ├── ScriptMapper ├── expandedItems ├── ShaderCache.db ├── assetDatabase3 ├── AnnotationManager ├── AssetServerCacheV3 ├── AssetVersioning.db ├── MonoManager.asset ├── BuildSettings.asset ├── LastSceneManagerSetup.txt ├── ProjectSettings.asset ├── EditorUserSettings.asset ├── shadercompiler-UnityShaderCompiler.exe0.log ├── InspectorExpandedItems.asset ├── EditorUserBuildSettings.asset ├── UnityAssemblies │ ├── Mono.Cecil.dll │ ├── UnityEditor.dll │ ├── UnityEngine.dll │ ├── UnityEngine.UI.dll │ ├── UnityEngine.VR.dll │ ├── nunit.framework.dll │ ├── UnityEngine.Analytics.dll │ ├── UnityEngine.HoloLens.dll │ ├── UnityEngine.Networking.dll │ ├── UnityEngine.TestRunner.dll │ ├── Mono.Cecil.xml │ ├── UnityEngine.VR.xml │ ├── UnityEngine.Analytics.xml │ ├── version.txt │ ├── UnityEngine.TestRunner.xml │ └── UnityEngine.HoloLens.xml ├── metadata │ ├── 12 │ │ └── 12fd8a0055b84bb59e84c9835a37e333 │ ├── 21 │ │ ├── 21eff446d50eaf44a85985cd4c0b6fa1 │ │ └── 21eff446d50eaf44a85985cd4c0b6fa1.info │ ├── 26 │ │ ├── 2682a692a2be7e14e901a738c7806da0 │ │ └── 2682a692a2be7e14e901a738c7806da0.info │ ├── 30 │ │ ├── 307433eba81a469ab1e2084d52d1a5a2 │ │ └── 307433eba81a469ab1e2084d52d1a5a2.info │ ├── 31 │ │ ├── 31322bb7460308046808a19c78f473ae │ │ └── 31322bb7460308046808a19c78f473ae.info │ ├── 32 │ │ ├── 32188fd89022c154c81befa2f0e00be0 │ │ ├── 328cc881519068e4eb7db4bb907ad2d9 │ │ ├── 328cc881519068e4eb7db4bb907ad2d9.info │ │ └── 32188fd89022c154c81befa2f0e00be0.info │ ├── 38 │ │ ├── 38c8faf1788024c02930a0c68a6e0edc │ │ └── 38c8faf1788024c02930a0c68a6e0edc.info │ ├── 40 │ │ ├── 405b9b51bb344a128608d968297df79c │ │ └── 405b9b51bb344a128608d968297df79c.info │ ├── 41 │ │ └── 4113173d5e95493ab8765d7b08371de4 │ ├── 42 │ │ ├── 4277762b3c154fab9f2e968e868bbbd7 │ │ └── 4277762b3c154fab9f2e968e868bbbd7.info │ ├── 49 │ │ ├── 49f5766d0d4954f44b85d4bbd7131677 │ │ └── 49f5766d0d4954f44b85d4bbd7131677.info │ ├── 51 │ │ ├── 517af1b5b81b93b43b9745d58f017562 │ │ └── 517af1b5b81b93b43b9745d58f017562.info │ ├── 52 │ │ ├── 52a206b72a8f4f749c28d8b18b42dd19 │ │ └── 52a206b72a8f4f749c28d8b18b42dd19.info │ ├── 53 │ │ └── 53ebcfaa2e1e4e2dbc85882cd5a73fa1 │ ├── 57 │ │ ├── 5782f9e9e6e0bb94bac99aeea24814fc │ │ └── 5782f9e9e6e0bb94bac99aeea24814fc.info │ ├── 60 │ │ ├── 60511bf928b99ec4da505fc4e8e20ad4 │ │ └── 60511bf928b99ec4da505fc4e8e20ad4.info │ ├── 67 │ │ ├── 67e9dad5654047ebbe623cce9dbf7b38 │ │ └── 67e9dad5654047ebbe623cce9dbf7b38.info │ ├── 68 │ │ ├── 68f8068ae053cf3489fb38e3f8a15d0f │ │ └── 68f8068ae053cf3489fb38e3f8a15d0f.info │ ├── 69 │ │ ├── 6981461fe431401459211818212a29cf │ │ └── 6981461fe431401459211818212a29cf.info │ ├── 70 │ │ ├── 70ae89ad0676df74d9d90dbfca6fc0e8 │ │ └── 70ae89ad0676df74d9d90dbfca6fc0e8.info │ ├── 73 │ │ └── 739bbd9f364b4268874f9fd86ab3beef │ ├── 80 │ │ ├── 80a3616ca19596e4da0f10f14d241e9f │ │ └── 80a3616ca19596e4da0f10f14d241e9f.info │ ├── 82 │ │ ├── 8270281e92dc2f24b8ce7eb045c5f712 │ │ └── 8270281e92dc2f24b8ce7eb045c5f712.info │ ├── 83 │ │ ├── 8382b2bb260241859771b69b7f377a8d │ │ └── 8382b2bb260241859771b69b7f377a8d.info │ ├── 84 │ │ ├── 84394e1a9cd464e47b24548cc1822805 │ │ ├── 84ca94c19f25ae14d83aa41bb3654390 │ │ ├── 84ca94c19f25ae14d83aa41bb3654390.info │ │ └── 84394e1a9cd464e47b24548cc1822805.info │ ├── 85 │ │ ├── 852e56802eb941638acbb491814497b0 │ │ ├── 85f5db8a47aa3e54f9296da1ce53d938 │ │ ├── 852e56802eb941638acbb491814497b0.info │ │ └── 85f5db8a47aa3e54f9296da1ce53d938.info │ ├── 86 │ │ ├── 86f4de9468454445ac2f39e207fafa3a │ │ └── 86f4de9468454445ac2f39e207fafa3a.info │ ├── 87 │ │ └── 870353891bb340e2b2a9c8707e7419ba │ ├── 90 │ │ ├── 9078b7128e594410d9b89e5b24cffd01 │ │ └── 9078b7128e594410d9b89e5b24cffd01.info │ ├── 97 │ │ ├── 97decbdab0634cdd991f8d23ddf0dead │ │ └── 97decbdab0634cdd991f8d23ddf0dead.info │ ├── 00 │ │ ├── 00000000000000001000000000000000 │ │ ├── 00000000000000002000000000000000 │ │ ├── 00000000000000003000000000000000 │ │ ├── 00000000000000004000000000000000 │ │ ├── 00000000000000004100000000000000 │ │ ├── 00000000000000005000000000000000 │ │ ├── 00000000000000005100000000000000 │ │ ├── 00000000000000006000000000000000 │ │ ├── 00000000000000006100000000000000 │ │ ├── 00000000000000007000000000000000 │ │ ├── 00000000000000007100000000000000 │ │ ├── 00000000000000008000000000000000 │ │ ├── 00000000000000009000000000000000 │ │ ├── 0000000000000000a000000000000000 │ │ ├── 0000000000000000a100000000000000 │ │ ├── 0000000000000000b000000000000000 │ │ ├── 0000000000000000c000000000000000 │ │ ├── 00000000000000005000000000000000.info │ │ ├── 00000000000000002000000000000000.info │ │ ├── 00000000000000003000000000000000.info │ │ ├── 00000000000000004100000000000000.info │ │ ├── 00000000000000006000000000000000.info │ │ ├── 00000000000000007000000000000000.info │ │ ├── 00000000000000001000000000000000.info │ │ ├── 00000000000000004000000000000000.info │ │ ├── 00000000000000005100000000000000.info │ │ ├── 00000000000000006100000000000000.info │ │ ├── 00000000000000008000000000000000.info │ │ ├── 00000000000000009000000000000000.info │ │ ├── 0000000000000000a000000000000000.info │ │ ├── 0000000000000000c000000000000000.info │ │ ├── 00000000000000007100000000000000.info │ │ ├── 0000000000000000a100000000000000.info │ │ └── 0000000000000000b000000000000000.info │ ├── 05 │ │ ├── 0581706b71e814d4dbea9eb4760ab9fc │ │ ├── 05ef77b95d6010d4ab444823d5c694a8 │ │ ├── 0581706b71e814d4dbea9eb4760ab9fc.info │ │ └── 05ef77b95d6010d4ab444823d5c694a8.info │ ├── 06 │ │ ├── 0665006b8340fcc42bb8b6c2aefa8f92 │ │ └── 0665006b8340fcc42bb8b6c2aefa8f92.info │ ├── 0d │ │ ├── 0d3bb855445e36e479c85976fc88383a │ │ └── 0d3bb855445e36e479c85976fc88383a.info │ ├── 1c │ │ └── 1c6d1fbb51834b64847b1b73a75bfc77 │ ├── 1e │ │ ├── 1ec02d6ef5334aa40ad2f80f31acb631 │ │ └── 1ec02d6ef5334aa40ad2f80f31acb631.info │ ├── 2f │ │ ├── 2fe3476eabbbb6c448e6b55a2cc471f5 │ │ └── 2fe3476eabbbb6c448e6b55a2cc471f5.info │ ├── 3d │ │ ├── 3d307c25807199f4e871211bca2463c4 │ │ └── 3d307c25807199f4e871211bca2463c4.info │ ├── 4b │ │ ├── 4ba2329b63d54f0187bcaa12486b1b0f │ │ └── 4ba2329b63d54f0187bcaa12486b1b0f.info │ ├── 5f │ │ └── 5f32cd94baa94578a686d4b9d6b660f7 │ ├── 6a │ │ ├── 6abf4b4cbfd0454e850ffc1ec9140b58 │ │ └── 6abf4b4cbfd0454e850ffc1ec9140b58.info │ ├── 6c │ │ ├── 6cdf1e5c78d14720aaadccd4c792df96 │ │ └── 6cdf1e5c78d14720aaadccd4c792df96.info │ ├── 8e │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44 │ │ ├── 8e7066e382b0fc749b25dbb1a3004dfe │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44.info │ │ └── 8e7066e382b0fc749b25dbb1a3004dfe.info │ ├── a5 │ │ ├── a578d6cd114541e4c88f24c6b86dac56 │ │ └── a578d6cd114541e4c88f24c6b86dac56.info │ ├── ad │ │ ├── adebbd281f1a4ef3a30be7f21937e02f │ │ └── adebbd281f1a4ef3a30be7f21937e02f.info │ ├── b2 │ │ ├── b2b693dffac3a4433b3114fea0b7fd4e │ │ ├── b2bead50dbf86924f8e51f03ddbebf70 │ │ ├── b2bead50dbf86924f8e51f03ddbebf70.info │ │ └── b2b693dffac3a4433b3114fea0b7fd4e.info │ ├── d0 │ │ ├── d05b96cee66e14240838de167097537a │ │ ├── d07e8942a2407174d93c2210291e254b │ │ ├── d05b96cee66e14240838de167097537a.info │ │ └── d07e8942a2407174d93c2210291e254b.info │ ├── d9 │ │ ├── d91035c548f23744c9bfb107348ed1c0 │ │ └── d91035c548f23744c9bfb107348ed1c0.info │ ├── dc │ │ └── dc443db3e92b4983b9738c1131f555cb │ ├── e1 │ │ ├── e1007cd261c84053beb0c3537782908d │ │ └── e1007cd261c84053beb0c3537782908d.info │ ├── e9 │ │ ├── e9408159e248cf44f8fd320ace214a62 │ │ └── e9408159e248cf44f8fd320ace214a62.info │ ├── ec │ │ ├── ecfc4c44f0874284882eb44b70d1f685 │ │ └── ecfc4c44f0874284882eb44b70d1f685.info │ ├── f1 │ │ ├── f1b91feee73306547984e358354e7303 │ │ └── f1b91feee73306547984e358354e7303.info │ ├── f4 │ │ ├── f48df919adea4fa095a7407e773e5aa4 │ │ └── f48df919adea4fa095a7407e773e5aa4.info │ ├── f5 │ │ ├── f5f67c52d1564df4a8936ccd202a3bd8 │ │ └── f5f67c52d1564df4a8936ccd202a3bd8.info │ └── f7 │ │ ├── f70555f144d8491a825f0804e09c671c │ │ ├── f7b54ff4a43d4fcf81b4538b678e0bcc │ │ └── f70555f144d8491a825f0804e09c671c.info ├── ShaderCache │ ├── 1 │ │ └── 13ea5b189c4012894f2b85591da0341d.bin │ ├── 2 │ │ └── 267fbcd710354855d568c1a07c980eaf.bin │ ├── 5 │ │ └── 51a2364df1c1c086b54a6f7286eafeec.bin │ ├── 9 │ │ ├── 92c8c59b63142a1c9304086e6d34c0cd.bin │ │ └── 98e270780652107760593414388df83a.bin │ ├── a │ │ └── a720348b79e2513d1fa6f79f7631d483.bin │ ├── c │ │ ├── c60a1d72ee608d75d52f0afef962532b.bin │ │ └── cd3631d4cf98e83005cfba4ec37aad81.bin │ ├── d │ │ ├── d1f986c6ef0c11e90b137383f6dfa8c0.bin │ │ ├── d4c2f24581849225baecd3b7b130391f.bin │ │ └── db17636aceb8332c56fa0f341f1bc591.bin │ └── e │ │ └── eaf81c6d5474a9fa57b7fd6626462c6e.bin └── CurrentLayout.dwlt ├── ProjectSettings ├── ProjectVersion.txt ├── AudioManager.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── TagManager.asset ├── TimeManager.asset ├── EditorSettings.asset ├── NetworkManager.asset ├── DynamicsManager.asset ├── GraphicsSettings.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── QualitySettings.asset ├── ClusterInputManager.asset ├── EditorBuildSettings.asset └── UnityConnectSettings.asset ├── Assets ├── Scene │ ├── Demo.unity │ └── Demo.unity.meta ├── Texture │ ├── layer-1-sky.png │ └── layer-1-sky.png.meta ├── StreamingAssets │ ├── CSV │ │ ├── Entity.csv │ │ └── Entity.csv.meta │ └── CSV.meta ├── Scene.meta ├── Scripts.meta ├── Texture.meta ├── Scripts │ ├── Demo.meta │ ├── CSVLoader.meta │ ├── Demo │ │ ├── EntityCsvData.cs │ │ ├── BaseCsvData.cs.meta │ │ ├── UICommand.cs.meta │ │ ├── CsvDataCached.cs.meta │ │ ├── EntityCsvData.cs.meta │ │ ├── BaseCsvData.cs │ │ ├── UICommand.cs │ │ └── CsvDataCached.cs │ └── CSVLoader │ │ ├── CsvLoader.cs.meta │ │ ├── FileLoader.cs.meta │ │ ├── ReflectUtil.cs.meta │ │ ├── FileLoader.cs │ │ ├── ReflectUtil.cs │ │ └── CsvLoader.cs └── StreamingAssets.meta ├── .vs └── MutCSVLoader │ └── v15 │ └── .suo ├── MutCSVLoader.sln ├── LICENSE ├── README.md └── MutCSVLoader.csproj /Library/BuildPlayer.prefs: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /Library/AssetImportState: -------------------------------------------------------------------------------- 1 | 5;0;6;0;0 -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 5.6.0f3 2 | -------------------------------------------------------------------------------- /Library/ScriptAssemblies/BuiltinAssemblies.stamp: -------------------------------------------------------------------------------- 1 | 0000.58dcb854.0000 2 | 0000.58dcb86a.0000 -------------------------------------------------------------------------------- /Library/LibraryFormatVersion.txt: -------------------------------------------------------------------------------- 1 | unityRebuildLibraryVersion: 11 2 | unityForwardCompatibleVersion: 40 3 | -------------------------------------------------------------------------------- /Library/ScriptMapper: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mutouzdl/MutCSVLoaderForUnity/HEAD/Library/ScriptMapper -------------------------------------------------------------------------------- /Library/expandedItems: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mutouzdl/MutCSVLoaderForUnity/HEAD/Library/expandedItems -------------------------------------------------------------------------------- /Assets/Scene/Demo.unity: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | ID,Name,ModelID 2 | ID,本代码由笨木头共享,模型贴图ID 3 | 1,博客:www.benmutou.com,1 4 | 2,木头从不打广告的!,20 5 | 3,除非忍不住,22 6 | 4,代码可随意商用,12 -------------------------------------------------------------------------------- /Library/ScriptAssemblies/Assembly-CSharp.dll.mdb: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mutouzdl/MutCSVLoaderForUnity/HEAD/Library/ScriptAssemblies/Assembly-CSharp.dll.mdb -------------------------------------------------------------------------------- /Library/UnityAssemblies/UnityEngine.Analytics.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mutouzdl/MutCSVLoaderForUnity/HEAD/Library/UnityAssemblies/UnityEngine.Analytics.dll -------------------------------------------------------------------------------- /Library/UnityAssemblies/UnityEngine.HoloLens.dll: 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/Assets/Scripts/Demo/EntityCsvData.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | /// 5 | /// CSV文件数据结构,生物 6 | /// 7 | public class EntityCsvData : BaseCsvData 8 | { 9 | public string Name { get; set; } 10 | public int ModelID { get; set; } 11 | } 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Demo/BaseCsvData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60511bf928b99ec4da505fc4e8e20ad4 3 | timeCreated: 1493728127 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Demo/UICommand.cs.meta: 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assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Demo/BaseCsvData.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System; 4 | 5 | /// 6 | /// CSV文件数据结构,基类 7 | /// 8 | public class BaseCsvData : ICloneable{ 9 | public int ID { get; set; } 10 | 11 | /// 12 | /// 克隆对象,浅复制 13 | /// 14 | /// 15 | public object Clone() 16 | { 17 | return MemberwiseClone(); 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Library/UnityAssemblies/UnityEngine.Analytics.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.Analytics 6 | 7 | 8 | 9 | Name of the event. 10 | 11 | 12 | 13 | 14 | Trigger the instrumented event. 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- 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Files/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/nunit.framework.dll 8 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll 9 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll 10 | C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll 11 | C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll 12 | C:/Program Files/Unity/Editor/Data/Managed/Mono.Cecil.dll -------------------------------------------------------------------------------- /Assets/Scripts/CSVLoader/FileLoader.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.IO; 3 | using System; 4 | 5 | 6 | /// 7 | /// 文件读取工具类 8 | /// 作者:笨木头 www.benmutou.com 9 | /// 使用本代码时,请保留作者信息 10 | /// 11 | public class FileLoader { 12 | /// 13 | /// 读取文件,结果保存到一个string数组,数组的每一行就是文件的每一行 14 | /// (只支持PC和Android,不支持iOS,因为木头不玩iOS) 15 | /// 16 | /// 文件路径 17 | /// 18 | public static string[] LoadFileLines(string filePath) 19 | { 20 | string url = Application.streamingAssetsPath + "/" + filePath; 21 | #if UNITY_EDITOR 22 | return File.ReadAllLines(url); 23 | #elif UNITY_ANDROID 24 | WWW www = new WWW(url); 25 | while (!www.isDone) { } 26 | return www.text.Split(new string[] { "\r\n" }, StringSplitOptions.None); 27 | #else 28 | return File.ReadAllLines(url); 29 | #endif 30 | } 31 | 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Scripts/Demo/UICommand.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | 6 | public class UICommand : MonoBehaviour { 7 | public InputField inputFieldFilePath = null; 8 | 9 | // Use this for initialization 10 | void Start () { 11 | 12 | } 13 | 14 | // Update is called once per frame 15 | void Update () { 16 | 17 | } 18 | 19 | public void CachedCSV() 20 | { 21 | CsvDataCached.CachedCsvFile(inputFieldFilePath.text); 22 | Debug.Log("缓存完毕!"); 23 | } 24 | 25 | public void LoadCSV() 26 | { 27 | Dictionary dataDic = CsvDataCached.GetCsvFileDatas(); 28 | 29 | Debug.Log("开始读取CSV文件对象"); 30 | foreach (EntityCsvData csvData in dataDic.Values) 31 | { 32 | Debug.Log(csvData.ID + ":" + csvData.Name); 33 | } 34 | Debug.Log("读取CSV文件对象结束"); 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /MutCSVLoader.sln: -------------------------------------------------------------------------------- 1 | 2 | Microsoft Visual Studio Solution File, Format Version 12.00 3 | # Visual Studio 15 4 | VisualStudioVersion = 15.0.26403.7 5 | MinimumVisualStudioVersion = 10.0.40219.1 6 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MutCSVLoader", "MutCSVLoader.csproj", "{3336CB67-D643-3E96-6C9A-AE5778D8AD21}" 7 | EndProject 8 | Global 9 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 10 | Debug|Any CPU = Debug|Any CPU 11 | Release|Any CPU = Release|Any CPU 12 | EndGlobalSection 13 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 14 | {3336CB67-D643-3E96-6C9A-AE5778D8AD21}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 15 | {3336CB67-D643-3E96-6C9A-AE5778D8AD21}.Debug|Any CPU.Build.0 = Debug|Any CPU 16 | {3336CB67-D643-3E96-6C9A-AE5778D8AD21}.Release|Any CPU.ActiveCfg = Release|Any CPU 17 | {3336CB67-D643-3E96-6C9A-AE5778D8AD21}.Release|Any CPU.Build.0 = Release|Any CPU 18 | EndGlobalSection 19 | GlobalSection(SolutionProperties) = preSolution 20 | HideSolutionNode = FALSE 21 | EndGlobalSection 22 | EndGlobal 23 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 笨木头 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Assets/Scripts/CSVLoader/ReflectUtil.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Reflection; 4 | using System; 5 | 6 | /// 7 | /// 反射工具类 8 | /// 作者:笨木头 www.benmutou.com 9 | /// 使用本代码时,请保留作者信息 10 | /// 11 | public class ReflectUtil { 12 | /// 13 | /// 给属性赋值 14 | /// 15 | /// 对象类型 16 | /// 值 17 | /// 反射的属性对象 18 | /// 被赋值的对象 19 | public static void PiSetValue(string value, PropertyInfo pi, T obj) 20 | { 21 | /* ChangeType无法强制转换可空类型,所以需要这样特殊处理(参考:http://bbs.csdn.net/topics/320213735) */ 22 | if (pi.PropertyType.FullName.IndexOf("Boolean") > 0) 23 | { 24 | /* 布尔类型要特殊处理 */ 25 | pi.SetValue(obj, Convert.ChangeType(Convert.ToInt16(value), (Nullable.GetUnderlyingType(pi.PropertyType) ?? pi.PropertyType)), null); 26 | } 27 | else 28 | { 29 | pi.SetValue(obj, Convert.ChangeType(value, (Nullable.GetUnderlyingType(pi.PropertyType) ?? pi.PropertyType)), null); 30 | } 31 | } 32 | 33 | } 34 | -------------------------------------------------------------------------------- /Assets/Scripts/CSVLoader/CsvLoader.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | 3 | /// 4 | /// CSV读取工具 5 | /// 作者:笨木头 www.benmutou.com 6 | /// 使用本代码时,请保留作者信息 7 | /// 8 | public class CsvLoader { 9 | 10 | /// 11 | /// 读取CSV文件 12 | /// 结果保存到字典集合,以ID作为Key值,对应每一行的数据,每一行的数据也用字典集合保存。 13 | /// 14 | /// CSV文件路径 15 | /// 16 | public static Dictionary> LoadCsvFile(string filePath) 17 | { 18 | Dictionary> result = new Dictionary>(); 19 | 20 | string[] fileData = FileLoader.LoadFileLines(filePath); 21 | 22 | if(fileData.Length < 3) 23 | { 24 | return result; 25 | } 26 | 27 | /* CSV文件的第一行为Key字段,第二行为说明(不需要读取),第三行开始是数据。第一个字段一定是ID。 */ 28 | string[] keys = fileData[0].Split(','); 29 | for(int i = 2; i < fileData.Length; i++) 30 | { 31 | string[] line = fileData[i].Split(','); 32 | 33 | /* 以ID为key值,创建一个新的集合,用于保存当前行的数据 */ 34 | string ID = line[0]; 35 | result[ID] = new Dictionary(); 36 | for (int j = 0; j < line.Length; j++) 37 | { 38 | /* 每一行的数据存储规则:Key字段-Value值 */ 39 | result[ID][keys[j]] = line[j]; 40 | } 41 | } 42 | 43 | return result; 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # MutCSVLoaderForUnity 2 | 用于Unity上的CSV文件读取工具,兼具缓存、提取功能。 3 | 4 | ## 功能说明 5 | 1.支持读取并缓存CSV文件,支持PC端和Android端,不支持iOS 6 | 7 | 2.只需创建与CSV文件结构对应的类即可,细节无需关心,工具类会自动帮你读取并缓存数据 8 | 9 | 3.随时读取已缓存的CSV文件对象,也可单独读取CSV文件的某一ID对应的数据 10 | 11 | 4.不支持“聊天内容”等内容丰富的数据,即,CSV文件中的数据不能包含英文逗号、换行符等特殊字符 12 | 13 | 14 | ## 代码说明 15 | 核心的代码就四个,如果大家不想下载Demo工程的话,直接下载下面四个代码,放到你的Unity项目中即可: 16 | 17 | 1.FileLoader (在Assets/Scripts/CSVLoader/目录) 18 | 用于读取文件的工具类,支持PC和Android平台,不支持iOS(木头本人不喜欢玩iOS,所以没去研究) 19 | 20 | 2.ReflectUtil (在Assets/Scripts/CSVLoader/目录) 21 | 反射辅助工具 22 | 23 | 3.CsvLoader (在Assets/Scripts/CSVLoader/目录) 24 | 核心类,用于读取CSV文件 25 | 26 | 4.CsvDataCached (在Assets/Scripts/Demo/目录) 27 | 核心类,用于缓存和提取CSV文件对象 28 | 29 | ## 使用说明 30 | 1.将以上四个文件放到你的Unity项目中 31 | 32 | 2.在 Assets/StreamingAssets/ 目录(如果没有则创建该文件夹)创建一个CSV文件,文件第一行为每列的属性名(对应代码里的属性),第二行为每列的属性说明。如:[Entity.csv](https://github.com/mutouzdl/MutCSVLoaderForUnity/blob/master/Assets/StreamingAssets/CSV/Entity.csv) 33 | 34 | 3.创建一个类,类结构和CSV文件完全对应(如EntityCsvData.cs),即类的属性名为CSV文件每一列的属性名,大写也必须一致 35 | 36 | 4.调用CsvDataCached.CachedCsvFile函数缓存文件: 37 | 38 | `CsvDataCached.CachedCsvFile("CSV/EntityCsv.csv");` 39 | 40 | 5.调用CsvDataCached.GetCsvFileDatas函数读取CSV文件对象: 41 | 42 | Dictionary dataDic = CsvDataCached.GetCsvFileDatas(); 43 | 44 | foreach (EntityCsvData csvData in dataDic.Values) 45 | { 46 | Debug.Log(csvData.ID + ":" + csvData.Name); 47 | } 48 | 49 | ## 其他 50 | 木头是第一次在GitHub共享这些工具类,如果格式不对,或者代码无法运行,请告诉我一声,谢谢。 51 | 52 | 我的邮箱:musicvs@163.com 53 | -------------------------------------------------------------------------------- /Assets/Texture/layer-1-sky.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f1b91feee73306547984e358354e7303 3 | timeCreated: 1493727130 4 | licenseType: Free 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 4 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 0 11 | sRGBTexture: 1 12 | linearTexture: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapFadeDistanceStart: 1 16 | mipMapFadeDistanceEnd: 3 17 | bumpmap: 18 | convertToNormalMap: 0 19 | externalNormalMap: 0 20 | heightScale: 0.25 21 | normalMapFilter: 0 22 | isReadable: 0 23 | grayScaleToAlpha: 0 24 | generateCubemap: 6 25 | cubemapConvolution: 0 26 | seamlessCubemap: 0 27 | textureFormat: 1 28 | maxTextureSize: 2048 29 | textureSettings: 30 | filterMode: -1 31 | aniso: -1 32 | mipBias: -1 33 | wrapMode: 1 34 | nPOTScale: 0 35 | lightmap: 0 36 | compressionQuality: 50 37 | spriteMode: 1 38 | spriteExtrude: 1 39 | spriteMeshType: 1 40 | alignment: 0 41 | spritePivot: {x: 0.5, y: 0.5} 42 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 43 | spritePixelsToUnits: 100 44 | alphaUsage: 1 45 | alphaIsTransparency: 1 46 | spriteTessellationDetail: -1 47 | textureType: 8 48 | textureShape: 1 49 | maxTextureSizeSet: 0 50 | compressionQualitySet: 0 51 | textureFormatSet: 0 52 | platformSettings: 53 | - buildTarget: DefaultTexturePlatform 54 | maxTextureSize: 2048 55 | textureFormat: -1 56 | textureCompression: 1 57 | compressionQuality: 50 58 | crunchedCompression: 0 59 | allowsAlphaSplitting: 0 60 | overridden: 0 61 | spriteSheet: 62 | serializedVersion: 2 63 | sprites: [] 64 | outline: [] 65 | spritePackingTag: 66 | userData: 67 | assetBundleName: 68 | assetBundleVariant: 69 | -------------------------------------------------------------------------------- /Assets/Scripts/Demo/CsvDataCached.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System; 3 | using System.Reflection; 4 | 5 | /// 6 | /// CSV配置文件数据缓存 7 | /// 游戏运行时会自动加载所有的CSV文件,将各个CSV数据对象缓存到这个类里。 8 | /// 9 | public class CsvDataCached { 10 | /// 11 | /// 存放所有CSV数据缓存 12 | /// 13 | private static Dictionary csvDatas = new Dictionary(); 14 | 15 | static CsvDataCached() 16 | { 17 | /* 可以在这里缓存CSV配置数据 */ 18 | //CachedCsvFile("CSV/LevelMonsterCreater.csv"); 19 | } 20 | 21 | /// 22 | /// 获取CSV数据对象 23 | /// 24 | /// 数据对象类型(如MonsterCsvData) 25 | /// 配置ID 26 | /// CSV文件某一行内容的数据对象 27 | public static T_CsvData GetCsvLineData(int ID) 28 | { 29 | Type type = typeof(T_CsvData); 30 | 31 | /* 取出存放该数据对象类型的字典 */ 32 | Dictionary dic = GetCsvFileDatas(); 33 | 34 | /* 从字典中取出某个ID的数据 */ 35 | if (dic.ContainsKey(ID) == true) 36 | { 37 | return dic[ID]; 38 | } 39 | return default(T_CsvData); 40 | } 41 | 42 | /// 43 | /// 获取某个CSV文件的所有数据,返回字典集合,Key为ID,Value为每一行的数据对象 44 | /// 45 | /// 文件数据类型 46 | /// 47 | public static Dictionary GetCsvFileDatas() 48 | { 49 | Type type = typeof(T_CsvData); 50 | 51 | if (csvDatas.ContainsKey(type) == true) 52 | { 53 | /* 取出存放该数据对象类型的字典 */ 54 | object dicObj = csvDatas[type]; 55 | 56 | return (Dictionary)dicObj; 57 | } 58 | 59 | return new Dictionary < int, T_CsvData >() ; 60 | } 61 | 62 | /// 63 | /// 缓存CSV文件 64 | /// 65 | /// CSV数据对象类型 66 | /// CSV文件路径,确保CSV文件存放在Assets/StreamingAssets目录(或子目录) 67 | public static void CachedCsvFile(string filePath) 68 | { 69 | csvDatas[typeof(T_CsvData)] = LoadCsvData(filePath); 70 | } 71 | 72 | /// 73 | /// 读取CSV文件数据(利用反射) 74 | /// 75 | /// CSV数据对象的类型 76 | /// CSV文件路径 77 | /// 用于缓存数据的字典 78 | /// CSV文件所有行内容的数据对象 79 | private static Dictionary LoadCsvData(string csvFilePath) 80 | { 81 | Dictionary dic = new Dictionary(); 82 | 83 | /* 从CSV文件读取数据 */ 84 | Dictionary> result = CsvLoader.LoadCsvFile(csvFilePath); 85 | 86 | /* 遍历每一行数据 */ 87 | foreach (string ID in result.Keys) 88 | { 89 | /* CSV的一行数据 */ 90 | Dictionary datas = result[ID]; 91 | 92 | /* 读取Csv数据对象的属性 */ 93 | PropertyInfo[] props = typeof(T_CsvData).GetProperties(); 94 | 95 | /* 使用反射,将CSV文件的数据赋值给CSV数据对象的相应字段,要求CSV文件的字段名和CSV数据对象的字段名完全相同 */ 96 | T_CsvData obj = Activator.CreateInstance(); 97 | foreach (PropertyInfo p in props) 98 | { 99 | ReflectUtil.PiSetValue(datas[p.Name], p, obj); 100 | } 101 | 102 | /* 按ID-数据的形式存储 */ 103 | dic[Convert.ToInt32(ID)] = obj; 104 | } 105 | 106 | return dic; 107 | } 108 | } 109 | 110 | -------------------------------------------------------------------------------- /Library/UnityAssemblies/UnityEngine.TestRunner.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.TestRunner 6 | 7 | 8 | 9 | A MonoBehaviour test needs to implement this interface. 10 | 11 | 12 | 13 | 14 | Indicates when the test is considered finished. 15 | 16 | 17 | 18 | 19 | Interface for the method that implements the prebuild step. 20 | 21 | 22 | 23 | 24 | Setup method that is automatically called before the test run. 25 | 26 | 27 | 28 | 29 | LogAssert allows you to expect Unity log messages that would normally cause the test to fail. 30 | 31 | 32 | 33 | 34 | Expect a log message of a specfic type. If an error, assertion or exception log is expected, the test will not fail. The test will fail if a log message is expected but does not appear. 35 | 36 | Log type. 37 | Log message to expect. 38 | 39 | 40 | 41 | Expect a log message of a specfic type. If an error, assertion or exception log is expected, the test will not fail. The test will fail if a log message is expected but does not appear. 42 | 43 | Log type. 44 | Log message to expect. 45 | 46 | 47 | 48 | Triggers an assert if any logs have been received that were not expected. Returns without asserting if all logs received so far have been registered as expected. 49 | 50 | 51 | 52 | 53 | Wrapper for running tests that are imlpemented as MonoBehaviours. 54 | 55 | 56 | 57 | 58 | Allows to define a setup method for the test that will be invoked before the test run is started. 59 | 60 | 61 | 62 | 63 | Points to a class that imlpements TestTools.IPrebuildSetup. The method from TestTools.IPrebuildSetup will be executed before the test run is initiated. 64 | 65 | Type of the class implementing TestTools.IPrebuildSetup. 66 | 67 | 68 | 69 | Platforms the tests can run on. 70 | 71 | 72 | 73 | 74 | Special type of a unit test that allows to yield from test in order to skip frames when the test is running. 75 | 76 | 77 | 78 | 79 | -------------------------------------------------------------------------------- /MutCSVLoader.csproj: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | Debug 5 | AnyCPU 6 | 10.0.20506 7 | 2.0 8 | {3336CB67-D643-3E96-6C9A-AE5778D8AD21} 9 | Library 10 | Assembly-CSharp 11 | 512 12 | {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} 13 | .NETFramework 14 | v3.5 15 | Unity Subset v3.5 16 | 17 | 18 | Game:1 19 | StandaloneWindows:5 20 | 5.6.0f3 21 | 22 | 23 | 4 24 | 25 | 26 | pdbonly 27 | false 28 | Temp\UnityVS_bin\Debug\ 29 | Temp\UnityVS_obj\Debug\ 30 | prompt 31 | 4 32 | DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_5_6_0;UNITY_5_6;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU 33 | true 34 | 35 | 36 | pdbonly 37 | false 38 | Temp\UnityVS_bin\Release\ 39 | Temp\UnityVS_obj\Release\ 40 | prompt 41 | 4 42 | TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_5_6_0;UNITY_5_6;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU 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12 | guid: 8270281e92dc2f24b8ce7eb045c5f712 13 | path: Assets/StreamingAssets/CSV/Entity.csv 14 | localIdentifier: 102900000 15 | thumbnailClassID: 1029 16 | flags: 0 17 | scriptClassName: 18 | representations: [] 19 | labels: 20 | m_Labels: [] 21 | assetImporterClassID: 1030 22 | assetBundleFullName: 23 | m_AssetBundleName: 24 | m_AssetBundleVariant: 25 | externalReferencesForValidation: [] 26 | AssetInfo_______I" -------------------------------------------------------------------------------- /Library/UnityAssemblies/UnityEngine.HoloLens.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.HoloLens 6 | 7 | 8 | 9 | This component enables control over properties attached to AudioSource components for spatial sound in Unity. 10 | 11 | 12 | 13 | 14 | Describes room size to for audio effects. 15 | 16 | 17 | 18 | 19 | Describes room size to for audio effects. 20 | 21 | 22 | 23 | 24 | A BaseInputModule designed for HoloLens input. 25 | 26 | 27 | 28 | 29 | Defines the number of pixels of emulated mouse movement when a value of positive or negative 1 is reported by the device for a navigation gesture. 30 | 31 | 32 | 33 | 34 | Controls the number of seconds that taps (emulated mouse clicks) will leave any tapped UI object in the Pressed state for better user feedback. 35 | 36 | 37 | 38 | 39 | See BaseInputModule. 40 | 41 | 42 | 43 | 44 | See BaseInputModule. 45 | 46 | 47 | 48 | 49 | See BaseInputModule. 50 | 51 | 52 | 53 | 54 | See BaseInputModule. 55 | 56 | 57 | 58 | 59 | The base class for all spatial mapping components. 60 | 61 | 62 | 63 | 64 | This property specifies whether or not collision data will be generated when computing the surface mesh's triangulation. (Read Only) 65 | 66 | 67 | 68 | 69 | Specifies if the component should listen and respond to spatial surface changes. 70 | 71 | 72 | 73 | 74 | The half extents of the bounding box from its center. 75 | 76 | 77 | 78 | 79 | The level of detail that should be used when generating surface meshes. 80 | 81 | 82 | 83 | 84 | The number of frames to keep a surface mesh alive for before destroying it after the system has determined that its real world counterpart has been removed. 85 | 86 | 87 | 88 | 89 | The time in seconds between system queries for changes in physical space. 90 | 91 | 92 | 93 | 94 | The radius of the bounding sphere volume. 95 | 96 | 97 | 98 | 99 | The GameObject that should be the parent of all the component's surface mesh game objects. 100 | 101 | 102 | 103 | 104 | The surface observer volume to use when querying the system for changes in physical space. 105 | 106 | 107 | 108 | 109 | The number of triangles per cubic meter or level of detail that should be used when creating a surface mesh. 110 | 111 | 112 | 113 | 114 | Generates surface meshes with the maximum amount of triangles. 115 | 116 | 117 | 118 | 119 | Generates surface meshes with as few triangles as possible. 120 | 121 | 122 | 123 | 124 | Generates a medium quality surface mesh. 125 | 126 | 127 | 128 | 129 | This method is called when the system notifies the spatial mapping component that a surface has been removed. 130 | 131 | 132 | 133 | 134 | 135 | 136 | This method will be called by the system when the surface data has been generated. 137 | 138 | 139 | 140 | 141 | 142 | 143 | 144 | 145 | The surface observer volume type to use when querying the system for changes in physical space. 146 | 147 | 148 | 149 | 150 | An axis aligned bounding box volume. 151 | 152 | 153 | 154 | 155 | A sphere bounding volume. 156 | 157 | 158 | 159 | 160 | Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter and MeshCollider will automatically be added to these game objects so that holograms can interact with physical surfaces. 161 | 162 | 163 | 164 | 165 | Enables/Disables MeshCollider components on all spatial surfaces associated with the SpatialMappingCollider component instance. 166 | 167 | 168 | 169 | 170 | Sets the layer on all spatial surfaces associated with the SpatialMappingCollider component instance. 171 | 172 | 173 | 174 | 175 | Sets the PhysicMaterial on all spatial surfaces associated with the SpatialMappingCollider component instance. 176 | 177 | 178 | 179 | 180 | Creates and manages the GameObjects that represent spatial surfaces. 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