From e5919d549a738078f81a6085515de62a92f37c5d Mon Sep 17 00:00:00 2001 From: suqin Date: Sun, 7 Dec 2025 20:38:02 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BF=AE=E6=94=B9readme.md?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- GeneratedPrefabs/Level90091.prefab | 574 ----------- GeneratedPrefabs/Level90092.prefab | 574 ----------- GeneratedPrefabs/Level90093.prefab | 984 ------------------ GeneratedPrefabs/Level90094.prefab | 644 ------------ GeneratedPrefabs/Level90095.prefab | 614 ----------- GeneratedPrefabs/Level90096.prefab | 684 ------------- GeneratedPrefabs/Level90097.prefab | 814 --------------- GeneratedPrefabs/Level90098.prefab | 844 --------------- GeneratedPrefabs/Level90099.prefab | 674 ------------ GeneratedPrefabs/Level90100.prefab | 704 ------------- GeneratedPrefabs/Level90101.prefab | 714 ------------- GeneratedPrefabs/Level90102.prefab | 804 --------------- GeneratedPrefabs/Level90103.prefab | 834 --------------- GeneratedPrefabs/Level90104.prefab | 644 ------------ GeneratedPrefabs/Level90105.prefab | 734 -------------- GeneratedPrefabs/Level90106.prefab | 824 --------------- GeneratedPrefabs/Level90107.prefab | 824 --------------- GeneratedPrefabs/Level90108.prefab | 774 -------------- GeneratedPrefabs/Level90109.prefab | 904 ----------------- GeneratedPrefabs/Level90110.prefab | 724 ------------- GeneratedPrefabs/Level90111.prefab | 434 -------- GeneratedPrefabs/Level90112.prefab | 564 ---------- GeneratedPrefabs/Level90113.prefab | 734 -------------- GeneratedPrefabs/Level90114.prefab | 774 -------------- GeneratedPrefabs/Level90115.prefab | 404 -------- GeneratedPrefabs/Level90116.prefab | 1524 ---------------------------- GeneratedPrefabs/Level90117.prefab | 1394 ------------------------- GeneratedPrefabs/Level90118.prefab | 1054 ------------------- GeneratedPrefabs/Level90119.prefab | 834 --------------- GeneratedPrefabs/Level90120.prefab | 1224 ---------------------- README.md | 106 +- 31 files changed, 56 insertions(+), 23880 deletions(-) delete mode 100644 GeneratedPrefabs/Level90091.prefab delete mode 100644 GeneratedPrefabs/Level90092.prefab delete mode 100644 GeneratedPrefabs/Level90093.prefab delete mode 100644 GeneratedPrefabs/Level90094.prefab delete mode 100644 GeneratedPrefabs/Level90095.prefab delete mode 100644 GeneratedPrefabs/Level90096.prefab delete mode 100644 GeneratedPrefabs/Level90097.prefab delete mode 100644 GeneratedPrefabs/Level90098.prefab delete mode 100644 GeneratedPrefabs/Level90099.prefab delete mode 100644 GeneratedPrefabs/Level90100.prefab delete mode 100644 GeneratedPrefabs/Level90101.prefab delete mode 100644 GeneratedPrefabs/Level90102.prefab delete mode 100644 GeneratedPrefabs/Level90103.prefab delete mode 100644 GeneratedPrefabs/Level90104.prefab delete mode 100644 GeneratedPrefabs/Level90105.prefab delete mode 100644 GeneratedPrefabs/Level90106.prefab delete mode 100644 GeneratedPrefabs/Level90107.prefab delete mode 100644 GeneratedPrefabs/Level90108.prefab delete mode 100644 GeneratedPrefabs/Level90109.prefab delete mode 100644 GeneratedPrefabs/Level90110.prefab delete mode 100644 GeneratedPrefabs/Level90111.prefab delete mode 100644 GeneratedPrefabs/Level90112.prefab delete mode 100644 GeneratedPrefabs/Level90113.prefab delete mode 100644 GeneratedPrefabs/Level90114.prefab delete mode 100644 GeneratedPrefabs/Level90115.prefab delete mode 100644 GeneratedPrefabs/Level90116.prefab delete mode 100644 GeneratedPrefabs/Level90117.prefab delete mode 100644 GeneratedPrefabs/Level90118.prefab delete mode 100644 GeneratedPrefabs/Level90119.prefab delete mode 100644 GeneratedPrefabs/Level90120.prefab diff --git a/GeneratedPrefabs/Level90091.prefab b/GeneratedPrefabs/Level90091.prefab deleted file mode 100644 index d54c800..0000000 --- a/GeneratedPrefabs/Level90091.prefab +++ /dev/null @@ -1,574 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!1 &2259847937022306430 -GameObject: - 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m_Enabled: 1 - m_CellSize: {x: 1, y: 0.5, z: 1} - m_CellGap: {x: 0, y: 0, z: 0} - m_CellLayout: 3 - m_CellSwizzle: 0 diff --git a/README.md b/README.md index f2ef93d..b52e0de 100644 --- a/README.md +++ b/README.md @@ -1,10 +1,10 @@ # 关卡生成流水线 -这个仓库包含一套从 Excel 数据自动生成 Unity Prefab 与 C# 关卡字典的脚本。核心流程由 `run_pipeline.py` 串联完成。 +脚本集合会把 Excel 地图数据自动转成 Unity Prefab 与 C# 关卡字典,核心流程由 `run_pipeline.py` 串联。 ## 环境准备 -- Python 3.9 及以上(在 Windows PowerShell 上测试) -- Excel 源文件(默认 `global.xlsx`)并符合既定的表格结构 +- Python 3.9 及以上(在 Windows PowerShell 5.1 上测试) +- Excel 源文件(默认 `global.xlsx`,需要遵循既定列结构) - 依赖库:`pandas`、`openpyxl` 安装依赖: @@ -13,68 +13,74 @@ python -m pip install pandas openpyxl ``` ## 快速上手 -1. 将 Excel 文件(如 `global.xlsx`)与脚本放在同一目录。 -2. 确认模板 Prefab(默认 `Level80317.prefab`)存在。 +1. 将 Excel 文件(如 `global.xlsx`)放到仓库根目录下。 +2. 确保模板 Prefab(默认 `Level90093.prefab`)可用。 3. 在 PowerShell 中运行: -```powershell -python .\run_pipeline.py --excel global.xlsx --sheet Sheet2 --start-i 80316 -``` - 若不传 `--steps`,脚本会依次执行全部三步(抽取数据 → 生成 C# → 生成 Prefab)。 - 可通过 `--steps 1,2` 指定只运行前两步。 + ```powershell + python .\run_pipeline.py --excel global.xlsx --sheet Sheet2 --start-i 80316 + ``` + 如果不传 `--steps`,脚本会顺序执行三个阶段(抽取数据 → 生成 C# → 生成 Prefab)。 + 通过 `--steps 1,2` 可以只跑前两步。 ### 输出文件 -- `found_*.xlsx`:步骤一扫描得到的坐标数据 -- `generated_levels.cs`:步骤二生成的关卡字典代码 -- `GeneratedPrefabs/LevelXXXX.prefab`:步骤三输出的 Prefab 文件 +- `found_*.xlsx`:步骤 1 产出的坐标表(币 / p / v / 彩色格) +- `generated_levels.cs`:步骤 2 默认生成的关卡字典(可改名) +- `GeneratedPrefabs/LevelXXXX.prefab`:步骤 3 输出的 Prefab 文件 -## 三个步骤详解 -- **步骤 1(`read_excel.py`)**: - - 自动补齐 Excel 第一列空白的地图号(从 `--start-i` 指定的值起)。 - - 在 B~AA 列扫描“币”、“p”、“v”等标记,提取坐标并输出成 `found_币.xlsx`、`found_p.xlsx`、`found_v.xlsx`。 - - 识别颜色填充的格子,将绿色写入 `found_方块.xlsx`,蓝色/橙色/粉色分别写入 `found_water.xlsx`、`found_wall.xlsx`、`found_jump.xlsx`。 +## 三个阶段 +- **步骤 1(`read_excel.py`)** + - 自动填补 Excel A 列的地图号(从 `--start-i` 指定的编号递增)。 + - 在 B~AA 列识别“币 / p / v”以及带方向的 `pN`、`vE` 等标记,输出 `found_币.xlsx`、`found_p.xlsx`、`found_v.xlsx`。 + - 解析单元格填充色:绿色写入 `found_方块.xlsx`,蓝/橙/粉分别写入 `found_water.xlsx`、`found_wall.xlsx`、`found_jump.xlsx`。 + - 如需核对颜色值,可使用 `inspect_cells.py` 指定单元格查看 ARGB 编码。 -- **步骤 2(`write_code.py`)**: - - 读取步骤一输出的多张 Excel,按地图号分组。 - - 生成 `Spawn` 配置,写入 `generated_levels.cs`。可在命令行通过 `--output-levels` 指定输出文件名。 +- **步骤 2(`write_code.py`)** + - 读取步骤 1 的 Excel,按地图号聚合生成 `Spawn` 配置。 + - 默认输出到 `Levels90001.cs`,但 `run_pipeline.py` 会根据 `--output-levels` 参数覆盖(默认 `generated_levels.cs`)。 + - `LEVEL_PATH` 模板默认为 `Assets/Prefabs/Level/Level{map_id}.prefab`,如 Unity 资源路径调整需同步修改。 -- **步骤 3(`make_prefab.py`)**: - - 以模板 Prefab 为基础,逐个地图替换 `Ground`、`Border` 的 `m_Tiles` 块。 - - 若无对应坐标,自动写成 `m_Tiles: {}`。 - - Prefab 输出到 `GeneratedPrefabs/` 目录。 +- **步骤 3(`make_prefab.py`)** + - 以模板 Prefab 为基准,替换 `Ground` 与 `Border` 的 `m_Tiles` 数据。 + - 如果某图层无坐标,自动写入 `m_Tiles: {}` 以保持文件有效。 + - Ground 使用 0/0 索引;Border 根据 `found_water.xlsx`(0/0)、`found_wall.xlsx`(2/2)、`found_jump.xlsx`(1/1)写入不同 tile 索引,可按项目资源调整。 -## 脚本内可调参数 +## 可调参数 - **`read_excel.py`** - - `columns_to_preview`:控制调试输出中预览的列数,必要时减少日志噪音。 - - `GREEN_COLORS` / `BLUE_COLORS` / `ORANGE_COLORS` / `PINK_COLORS`:决定颜色识别的十六进制值,适配其他调色方案时需更新。 - - `find_cells_with_currency_xlsx()` 的 `search_term` 及 `suffixes`:用于识别不同物件符号,扩展至新标记时修改此处。 - - Excel 列段 `grid_columns`(默认 B~AA):若表格布局变化或列数扩展需同步调整。 + - `columns_to_preview`:控制调试日志预览列数。 + - `GREEN_COLORS` / `BLUE_COLORS` / `ORANGE_COLORS` / `PINK_COLORS`:定义可识别的填充色 ARGB 值。 + - `find_cells_with_currency_xlsx()` 的 `search_term` 及 `suffixes`:扩展新符号时调整。 + - `grid_columns` 默认覆盖 B~AA,如表头有改动需同步更新。 - **`write_code.py`** - - `FILE_P` / `FILE_V` / `FILE_COIN`:输入文件名常量,可在命令行前覆盖或直接修改常量。 - - `LEVEL_PATH`:Prefab 在 Unity 项目的目标路径模板,适配其他资源组织结构时更新。 - - `generate_spawn_line()` 内的 `path` 与 `direction_map`:指定生成的 Prefab 引用与方向映射,新角色或朝向枚举需在此扩展。 - - `boundary` 默认值与 `Spawn` 字段列表:若未来关卡数据结构变化,应相应调整模板字符串。 + - `FILE_P` / `FILE_V` / `FILE_COIN`:输入文件名常量,可在运行前临时覆盖。 + - `LEVEL_PATH`、`boundary`、`direction_map`:匹配 Unity Prefab 路径与方向枚举时修改。 - **`make_prefab.py`** - - 顶部 `EXCEL_PATH`、`TEMPLATE_PREFAB`、`OUTPUT_DIR`:分别控制输入表格、Prefab 模板和输出目录。 - - `TILE_LINE` 模板中的 `m_TileIndex` / `m_TileSpriteIndex`:当新的 TileAsset/Sprite 索引出现时需同步修改。 - - `replace_tilemap_by_gameobject_name()` 查找的 GameObject 名称(默认 `Ground`、`Border`):若模板结构不同,调整调用处的名称。 - - Border 层 `tile_index` 分配:当前约定 water=2、wall=0、jump=1,结合实际 Tilemap 资源可重新定义。 + - 顶部 `EXCEL_PATH`、`TEMPLATE_PREFAB`、`OUTPUT_DIR`:控制输入表、模板与输出目录。 + - `OLD_LEVEL_NAME`:模板原始 Level 名称,替换节点名时会用到。 + - `TILE_LINE` 模板中的索引、`replace_tilemap_by_gameobject_name()` 查找的 GameObject 名称,如 Prefab 结构变更需同步更新。 -> **适配新任务**:如果未来 Excel 的 sheet 名称、列布局或颜色含义有变化,请同步更新上述常量/映射,必要时扩展 `read_excel.py` 对应的字段重命名逻辑(`df.rename(...)`)。Prefab 模板层级或 Tilemap 名称变更时,也需更新 `make_prefab.py` 中的搜索关键字与 Tile 生成规则。 +> 如需适配新的 Excel 布局或颜色含义,请同时更新相关常量与字段映射。Prefab 模板层级或 Tilemap 名称变更时,也需更新 `make_prefab.py` 中的搜索关键字与 tile 索引分配。 -## 常用参数 -- `--excel`: Excel 文件名。 -- `--sheet`: Sheet 名称。 -- `--start-i`: 填补地图号的起始值。 -- `--template`: Prefab 模板路径。 -- `--steps`: 需要执行的步骤序号(例如 `1,3` 或 `all`)。 -- `--output-levels`: 生成的 C# 文件名。 +## 常用命令行参数 +- `--excel`:Excel 文件名 +- `--sheet`:Sheet 名称 +- `--start-i`:填补地图号的起始值 +- `--template`:Prefab 模板路径 +- `--steps`:指定执行的步骤(如 `1,3` 或 `all`) +- `--output-levels`:C# 输出文件名 + +## 辅助脚本 +- `inspect_cells.py`:快速查看 Excel 指定单元格的填充色与字体信息。编辑脚本顶部的 `FILE`、`SHEET`、`CELLS` 后运行: + ```powershell + python .\inspect_cells.py + ``` + 输出会列出 ARGB 颜色码(`normalized` 字段)以及 openpyxl 能解析的原始索引,便于增补 `GREEN_COLORS` 等常量。 ## 常见问题 -- **提示缺少某个库**:再次执行依赖安装命令。 -- **没有生成 Prefab**:确认 `found_方块.xlsx` 存在且列名与脚本对应;模板 Prefab 名称无误。 -- **Tile 未正确替换**:检查模板中 `Ground`、`Border` 的 GameObject 名称以及 `m_Tiles` 的结构是否发生变化。 +- **缺少依赖**:重新执行安装命令。 +- **Prefab 未生成**:确认 `found_方块.xlsx` 存在且列名与脚本一致,模板 Prefab 路径正确。 +- **Tile 未正确替换**:检查模板中 `Ground`、`Border` 的 GameObject 名称以及 `m_Tiles` 结构是否被修改。 -更多命令行参数说明可执行: +更多参数说明可执行: ```powershell python .\run_pipeline.py --help ```