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et-luban

ET Luban export workflow. Use when exporting generated C# config/data code, refreshing aggregated luban.conf, validating CodeMode outputs, or troubleshooting ET.ExcelExporter, LubanGen.ps1, table definitions, beans, enums, Defines, and Luban export failures.

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FlameskyDexive/Legends-Of-Heroes931 stars(GitHub 931 + cccskills 0)
Works withExcel

Run score Not tested

See how to install

Files included (5)

  • SKILL.md2.2 KB
  • references.meta172 B
  • references/et-luban-export.md5.3 KB
  • references/et-luban-export.md.meta158 B
  • SKILL.md.meta158 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

et-luban - Luban 导出入口

何时使用

  • 导出 Luban 生成的 C# 配置代码与 C# 数据代码
  • 修改 Packages/cn.etetet.*/Luban/**、__tables__.xlsx、__beans__.xlsx、__enums__.xlsx、Defines/ 后重新导出
  • 刷新聚合后的 luban.conf
  • 排查 ET.ExcelExporter、LubanGen.ps1、luban.conf 导出失败
  • 核对导出后的 CodeMode/Model/** 与 CodeMode/Config/**

不要加载

  • 只是读取/写入 Excel 单元格、批量改表,还没到导出环节(用 et-excel)
  • 只是编译 ET.sln、导出 Proto、启动服务器、发布(用 et-build)
  • 只是查询 Unity 编辑器状态或执行其它 UnityBridge 命令

默认动作

  1. 命令必须在项目根目录执行,避免 Packages/ 相对路径和 LubanGen.ps1 定位错误。
  2. 当前 Luban 脚本统一走 cs-code 与 cs-code-data,导出结果是 C# 代码,不是 json 或二进制。
  3. 导出前先区分“改表”和“生成产物”;只改表时先用 et-excel。
  4. 导出过程会扫描 Packages/cn.etetet.*/Luban/* 并刷新聚合 luban.conf。
  5. 导出后检查控制台、生成结果与 diff,区分真实配置变化和自动聚合变化。
  6. 改/建 __beans__/__enums__/含多态字段的数据表时,"列表"表头(*fields/*items/多态字段)必须横向合并单元格,否则导出报 缺失 列:'alias';详见 references。
  7. 导出若新增了生成 .cs(新枚举/新 bean 子类),必须先 UnityBridge Refresh+RegenProject 再编译,否则 dotnet build 报 CS0234(新文件无 .meta、不在显式 .csproj 列表)。

优先入口

  • dotnet ./Bin/ET.ExcelExporter.dll
  • Unity 菜单:ET/Excel/ExcelExporter

按需补读

  • references/et-luban-export.md:导出流程、结果落点、常见失败排查、多态 bean/枚举表 authoring(合并单元格)与导出后 Unity 刷新

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