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.../Editor/GoogleSheetsToUnityEditorWindow.cs | 228 ++ .../GoogleSheetsToUnityEditorWindow.cs.meta | 12 + .../Google Sheets to Unity/Scripts/Utils.meta | 9 + .../Scripts/Utils/EditorCoroutineRunner.cs | 453 ++++ .../Utils/EditorCoroutineRunner.cs.meta | 12 + .../Utils/GoogleSheetsToUnityConfig.cs | 32 + .../Utils/GoogleSheetsToUnityConfig.cs.meta | 12 + .../Utils/GoogleSheetsToUnityUtilities.cs | 100 + .../GoogleSheetsToUnityUtilities.cs.meta | 12 + .../Scripts/Utils/SecondaryKeyDictionary.cs | 307 +++ .../Utils/SecondaryKeyDictionary.cs.meta | 13 + .../Scripts/Utils/Task.cs | 186 ++ .../Scripts/Utils/Task.cs.meta | 12 + Assets/Google Sheets to Unity/Scripts/v3.meta | 9 + .../Scripts/v3/OAuth2.cs | 65 + .../Scripts/v3/OAuth2.cs.meta | 12 + .../Scripts/v3/Plugins.meta | 9 + .../v3/Plugins/Google.GData.AccessControl.DLL | Bin 0 -> 24576 bytes .../Google.GData.AccessControl.DLL.meta | 24 + .../v3/Plugins/Google.GData.Client.dll | Bin 0 -> 212992 bytes 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System.Collections; +using GoogleSheetsToUnity; +using UnityEngine.UI; +using UnityEngine.Events; +using System.Collections.Generic; + +/// +/// example script to show realtime updates of multiple items +/// +public class AnimalManager : MonoBehaviour +{ + public enum SheetStatus + { + PUBLIC, + PRIVATE + } + public SheetStatus sheetStatus; + + [HideInInspector] + public string associatedSheet = "1GVXeyWCz0tCjyqE1GWJoayj92rx4a_hu4nQbYmW_PkE"; + [HideInInspector] + public string associatedWorksheet = "Stats"; + + public List animalObjects = new List(); + public AnimalContainer container; + + + public bool updateOnPlay; + + void Awake() + { + if(updateOnPlay) + { + UpdateStats(); + } + } + + void UpdateStats() + { + if (sheetStatus == SheetStatus.PRIVATE) + { + SpreadsheetManager.Read(new GSTU_Search(associatedSheet, associatedWorksheet), UpdateAllAnimals); + } + else if(sheetStatus == SheetStatus.PUBLIC) + { + SpreadsheetManager.ReadPublicSpreadsheet(new GSTU_Search(associatedSheet, associatedWorksheet), UpdateAllAnimals); + } + } + + void UpdateAllAnimals(GstuSpreadSheet ss) + { + foreach (Animal animal in container.allAnimals) + { + animal.UpdateStats(ss); + } + + foreach(AnimalObject animalObject in animalObjects) + { + animalObject.BuildAnimalInfo(); + } + } + +} diff --git a/Assets/Google Sheets to Unity/Animal Example/Scripts/AnimalManager.cs.meta b/Assets/Google Sheets to Unity/Animal Example/Scripts/AnimalManager.cs.meta new file mode 100644 index 00000000..7ecad63f --- /dev/null +++ b/Assets/Google Sheets to Unity/Animal Example/Scripts/AnimalManager.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cb49ad85934a661489a56aa3dbe8630c +timeCreated: 1476627956 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Google Sheets to Unity/Animal Example/Scripts/AnimalObject.cs b/Assets/Google Sheets to Unity/Animal Example/Scripts/AnimalObject.cs new file mode 100644 index 00000000..8eee3fe3 --- /dev/null +++ b/Assets/Google Sheets to Unity/Animal Example/Scripts/AnimalObject.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class AnimalObject : MonoBehaviour +{ + public Animal animal; + + + public Text nameTxt, healthTxt, attackTxt, defenceTxt; + + // Use this for initialization + void Start () + { + BuildAnimalInfo(); + } + + public void BuildAnimalInfo() + { + nameTxt.text = animal.name; + healthTxt.text = "Health" + animal.health; + attackTxt.text = "Attack" + animal.attack; + defenceTxt.text = "Defence" + animal.defence; + } +} diff --git a/Assets/Google Sheets to Unity/Animal Example/Scripts/AnimalObject.cs.meta b/Assets/Google Sheets to Unity/Animal Example/Scripts/AnimalObject.cs.meta new file mode 100644 index 00000000..c50fda25 --- /dev/null +++ b/Assets/Google Sheets to Unity/Animal 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Sheets to Unity/Animal Example/Scripts/Scriptable Objects/Animal.cs new file mode 100644 index 00000000..b60021f1 --- /dev/null +++ b/Assets/Google Sheets to Unity/Animal Example/Scripts/Scriptable Objects/Animal.cs @@ -0,0 +1,234 @@ +using UnityEngine; +using System.Collections; +using GoogleSheetsToUnity; +using System.Collections.Generic; +using System; +using UnityEngine.Events; +using GoogleSheetsToUnity.ThirdPary; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +public class Animal : ScriptableObject +{ + [HideInInspector] + public string associatedSheet = "1GVXeyWCz0tCjyqE1GWJoayj92rx4a_hu4nQbYmW_PkE"; + [HideInInspector] + public string associatedWorksheet = "Stats"; + + public int health; + public int attack; + public int defence; + public List items = new List(); + + internal void UpdateStats(List list) + { + items.Clear(); + + for (int i = 0; i < list.Count; i++) + { + switch (list[i].columnId) + { + case "Health": + { + health = int.Parse(list[i].value); + break; + } + case "Attack": + { + attack = int.Parse(list[i].value); + break; + } + case "Defence": + { + defence = int.Parse(list[i].value); + break; + } + case "Items": + { + items.Add(list[i].value.ToString()); + break; + } + } + } + } + + internal void UpdateStats(GstuSpreadSheet ss) + { + items.Clear(); + health = int.Parse(ss[name, "Health"].value); + attack = int.Parse(ss[name, "Attack"].value); + defence = int.Parse(ss[name, "Defence"].value); + items.Add(ss[name, "Items"].value.ToString()); + } + + internal void UpdateStats(GstuSpreadSheet ss, bool mergedCells) + { + items.Clear(); + health = int.Parse(ss[name, "Health"].value); + attack = int.Parse(ss[name, "Attack"].value); + defence = int.Parse(ss[name, "Defence"].value); + + //I know that my items column may contain multiple values so we run a for loop to ensure they are all added + foreach (var value in ss[name, "Items", true]) + { + items.Add(value.value.ToString()); + } + } +} + + +//Custom editior to provide additional features +#if UNITY_EDITOR +[CustomEditor(typeof(Animal))] +public class AnimalEditor : Editor +{ + Animal animal; + + void OnEnable() + { + animal = (Animal)target; + } + + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + GUILayout.Label("Read Data Examples"); + + if (GUILayout.Button("Pull Data Method One")) + { + UpdateStats(UpdateMethodOne); + } + + if (GUILayout.Button("Pull Data Method Two")) + { + UpdateStats(UpdateMethodTwo); + } + + if (GUILayout.Button("Pull Data With merged Cells")) + { + UpdateStats(UpdateMethodMergedCells, true); + } + + GUILayout.Label("Write Data Examples"); + GUILayout.Label("Update the existing data"); + if (GUILayout.Button("Update sheet information")) + { + UpdateAnimalInformationOnSheet(); + } + + if (GUILayout.Button("Update Only Health")) + { + UpdateAnimalHealth(); + } + + GUILayout.Label("Add New Data"); + if (GUILayout.Button("Add Via Append")) + { + AppendToSheet(); + } + + if (GUILayout.Button("Add Via Write")) + { + WriteToSheet(); + } + } + + void UpdateStats(UnityAction callback, bool mergedCells = false) + { + SpreadsheetManager.Read(new GSTU_Search(animal.associatedSheet, animal.associatedWorksheet), callback, mergedCells); + } + + void UpdateMethodOne(GstuSpreadSheet ss) + { + animal.UpdateStats(ss.rows[animal.name]); + + EditorUtility.SetDirty(target); + } + + void UpdateMethodTwo(GstuSpreadSheet ss) + { + animal.UpdateStats(ss); + + EditorUtility.SetDirty(target); + } + + void UpdateMethodMergedCells(GstuSpreadSheet ss) + { + animal.UpdateStats(ss, true); + + EditorUtility.SetDirty(target); + } + + /// + /// Appends the new animal to the spreadsheet online + /// + void AppendToSheet() + { + List list = new List() { + animal.name, + animal.health.ToString(), + animal.attack.ToString(), + animal.defence.ToString() + }; + + SpreadsheetManager.Append(new GSTU_Search(animal.associatedSheet, animal.associatedWorksheet), new ValueRange(list), null); + } + + /// + /// Adds the new animal to the spreadsheet online at the location defined as start cell, if no start cell defined will write from A1 + /// + void WriteToSheet() + { + List list = new List(); + + list.Add(animal.name); + list.Add(animal.health.ToString()); + list.Add(animal.attack.ToString()); + list.Add(animal.defence.ToString()); + + SpreadsheetManager.Write(new GSTU_Search(animal.associatedSheet, animal.associatedWorksheet, "G10"), new ValueRange(list), null); + } + + /// + /// Finds and updates the rows data based on an entry row data, in this example i am using the name as the unique id to find the starting cell for the row + /// If the spreadsheet is cashed then no need to do the read and can just pass into the update + /// + void UpdateAnimalInformationOnSheet() + { + SpreadsheetManager.Read(new GSTU_Search(animal.associatedSheet, animal.associatedWorksheet), UpdateAnimalInformation); + } + private void UpdateAnimalInformation(GstuSpreadSheet ss) + { + BatchRequestBody updateRequest = new BatchRequestBody(); + updateRequest.Add(ss[animal.name, "Health"].AddCellToBatchUpdate(animal.associatedSheet, animal.associatedWorksheet, animal.health.ToString())); + updateRequest.Add(ss[animal.name, "Defence"].AddCellToBatchUpdate(animal.associatedSheet, animal.associatedWorksheet, animal.health.ToString())); + updateRequest.Add(ss[animal.name, "Attack"].AddCellToBatchUpdate(animal.associatedSheet, animal.associatedWorksheet, animal.health.ToString())); + updateRequest.Send(animal.associatedSheet, animal.associatedWorksheet, null); + ///Although this does work if requires that the list is set up in the correct order to write the data correctly, the above solution provides a more robust solution as the cells + /// already know what to update. + /*string cellRef = ss[animal.name, "Name"].CellRef(); //get the cell ref where the animal start, i know this because name is my first field for the data + List list = new List(); + list.Add(animal.name); + list.Add(animal.health.ToString()); + list.Add(animal.attack.ToString()); + list.Add(animal.defence.ToString()); + SpreadsheetManager.Write(new GSTU_Search(animal.associatedSheet, animal.associatedWorksheet, cellRef), list, null);*/ + } + + /// + /// Finds the cell we need to update and then updates the information + /// If the spreadsheet is cashed then no need to do the read and can just pass into the update + /// + private void UpdateAnimalHealth() + { + SpreadsheetManager.Read(new GSTU_Search(animal.associatedSheet, animal.associatedWorksheet), UpdateAnimalHealth); + } + private void UpdateAnimalHealth(GstuSpreadSheet ss) + { + ss[animal.name, "Name"].UpdateCellValue(animal.associatedSheet, animal.associatedWorksheet, animal.health.ToString()); + } +} +#endif diff --git a/Assets/Google Sheets to Unity/Animal Example/Scripts/Scriptable Objects/Animal.cs.meta b/Assets/Google Sheets to Unity/Animal Example/Scripts/Scriptable Objects/Animal.cs.meta new file mode 100644 index 00000000..abef3618 --- /dev/null +++ b/Assets/Google Sheets to Unity/Animal Example/Scripts/Scriptable Objects/Animal.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3cd5ad776f921664895987a23a4fa517 +timeCreated: 1476023862 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Google Sheets to Unity/Animal Example/Scripts/Scriptable Objects/AnimalContainer.cs b/Assets/Google Sheets to Unity/Animal Example/Scripts/Scriptable Objects/AnimalContainer.cs new file mode 100644 index 00000000..bcd69d3c --- /dev/null +++ b/Assets/Google Sheets to Unity/Animal Example/Scripts/Scriptable Objects/AnimalContainer.cs @@ -0,0 +1,11 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +/// +/// container to hold all the known animals +/// +public class AnimalContainer : ScriptableObject +{ + public List allAnimals; +} diff --git a/Assets/Google Sheets to 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