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Question by bbrooks987 · Jun 28, 2020 at 03:04 PM · prefabsparse

Parsing a .csv into a .prefab

How do I properly parse data to a prefab created from code, here is what I'm working with

using System; using System.IO; using System.Collections; using UnityEngine; using UnityEditor;

public static class JobParser {

 [MenuItem("Pre Production/ParseJobs")]
 public static void Parse()
 {
     CreateDirectories();
     ParseStartingStats();
     ParseGrowthStats();
     AssetDatabase.SaveAssets();
     AssetDatabase.Refresh();
 }

 static void CreateDirectories()
 {
     if (!AssetDatabase.IsValidFolder("Assets/Resources/Jobs"))
         AssetDatabase.CreateFolder("Assests/Resources", "Jobs");
 }

 static void ParseStartingStats()
 {
     string readPath = string.Format("{0}/Settings/ClassStartingStats.csv", Application.dataPath);

     string[] readText = File.ReadAllLines(readPath);
     for (int i = 1; i < readText.Length; ++i)
         PartsStartingStats(readText[i]);
 }

 static void PartsStartingStats(string line)
 {
     string[] elements = line.Split(',');
     GameObject obj = GetOrCreate(elements[0]);
     Job job = obj.GetComponent<Job>();
     for (int i = 1; i < Job.statOrder.Length + 1; ++i)
         job.baseStats[i - 1] = Convert.ToInt32(elements[i]);

     StatModifierFeature move = GetFeature(obj, StatTypes.SPD);
     move.amount = Convert.ToInt32(elements[9]);

     StatModifierFeature jump = GetFeature(obj, StatTypes.JMP);
     jump.amount = Convert.ToInt32(elements[10]);
 }

 static void ParseGrowthStats()
 {
     string readPath = string.Format("{0}/Settings/ClassGrowthStats.csv", Application.dataPath);
     string[] readText = File.ReadAllLines(readPath);
     for (int i = 1; i < readText.Length; ++i)
         ParseGrowthStats(readText[i]);
 }

 static void ParseGrowthStats(string line)
 {
     string[] elements = line.Split(',');
     GameObject obj = GetOrCreate(elements[0]);
     Job job = obj.GetComponent<Job>();
     for (int i = 1; i < elements.Length; ++i)
         job.growStats[i - 1] = Convert.ToSingle(elements[i]);
 }

 static StatModifierFeature GetFeature(GameObject obj,StatTypes type)
 {
     StatModifierFeature[] smf = obj.GetComponents<StatModifierFeature>();
     for (int i = 0; i < smf.Length; ++i)
     {
         if (smf[i].type == type)
             return smf[i];
     }
     StatModifierFeature feature = obj.AddComponent<StatModifierFeature>();
     feature.type = type;
     return feature;
 }

 static GameObject GetOrCreate(string jobName)
 {
     string fullPath = string.Format("Assets/Resources/Jobs/{0}.prefab", jobName);
     GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(fullPath);
     if (obj == null)
         obj = Create(fullPath);
     return obj;
 }

 static GameObject Create(string fullPath)
 {
     GameObject instance = (GameObject)AssetDatabase.LoadMainAssetAtPath(fullPath);
     instance.AddComponent<Job>();
     GameObject instanceRoot = (GameObject)PrefabUtility.InstantiatePrefab(instance);
     GameObject pvariant = PrefabUtility.SaveAsPrefabAsset(instance, fullPath);
     GameObject.DestroyImmediate(instanceRoot);
     return pvariant;
 }

}

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