Unity游戏开发——Unity场景导出XML并且进行加载

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在Unity开发中需要进行场景管理,在管理中很多时候需要把程序导出xml在使用时候在根据xml的配置进行加载完成场景的构建。把现有的场景导出xml需要使用到Unity的编辑类需要引入命名空间,unityEditor,直接把导出xml做成一个工具。具体代码

using UnityEngine;using System.Collections;using UnityEditor;using System.Collections.Generic;using System.Xml;using System.IO;using System.Text;using LitJson;using UnityEngine.SceneManagement;public class MyEditor : Editor {//将所有游戏场景导出为XML格式[MenuItem ("GameObject/ExportXML")]static void ExportXML () {        string LevelName = SceneManager.GetActiveScene().name;        if (LevelName == "")            Debug.LogError("请保存你的场景");         string filepath = Application.dataPath + @"/StreamingAssets/"+LevelName+".xml";        //string filepath = Application.dataPath + @"/StreamingAssets/lv01.xml";        if (!File.Exists (filepath)){File.Delete(filepath);}XmlDocument xmlDoc = new XmlDocument(); XmlElement root = xmlDoc.CreateElement("gameObjects");        Debug.Log(UnityEditor.EditorBuildSettings.scenes[0]);//遍历所有的游戏场景foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes)        {            Debug.Log("123");        //当关卡启用            if (S.enabled)            {            //得到关卡的名称                string name = S.path;                //打开这个关卡EditorApplication.OpenScene(name);XmlElement scenes = xmlDoc.CreateElement("scenes");        scenes.SetAttribute("name",name);foreach (GameObject obj in Object.FindObjectsOfType(typeof(GameObject))){    if (obj.transform.parent == null)    { XmlElement gameObject = xmlDoc.CreateElement("gameObjects"); gameObject.SetAttribute("name",obj.name); gameObject.SetAttribute("asset",obj.name + ".prefab"); XmlElement transform = xmlDoc.CreateElement("transform"); XmlElement position = xmlDoc.CreateElement("position");  XmlElement position_x = xmlDoc.CreateElement("x");  position_x.InnerText = obj.transform.position.x+"";    XmlElement position_y = xmlDoc.CreateElement("y"); position_y.InnerText = obj.transform.position.y+""; XmlElement position_z = xmlDoc.CreateElement("z"); position_z.InnerText = obj.transform.position.z+""; position.AppendChild(position_x);  position.AppendChild(position_y); position.AppendChild(position_z); XmlElement rotation = xmlDoc.CreateElement("rotation"); XmlElement rotation_x = xmlDoc.CreateElement("x");  rotation_x.InnerText = obj.transform.rotation.eulerAngles.x+"";     XmlElement rotation_y = xmlDoc.CreateElement("y");  rotation_y.InnerText = obj.transform.rotation.eulerAngles.y+""; XmlElement rotation_z = xmlDoc.CreateElement("z");  rotation_z.InnerText = obj.transform.rotation.eulerAngles.z+"";  rotation.AppendChild(rotation_x);  rotation.AppendChild(rotation_y); rotation.AppendChild(rotation_z);  XmlElement scale = xmlDoc.CreateElement("scale");  XmlElement scale_x = xmlDoc.CreateElement("x"); scale_x.InnerText = obj.transform.localScale.x+"";    XmlElement scale_y = xmlDoc.CreateElement("y");  scale_y.InnerText = obj.transform.localScale.y+"";  XmlElement scale_z = xmlDoc.CreateElement("z"); scale_z.InnerText = obj.transform.localScale.z+"";   scale.AppendChild(scale_x);  scale.AppendChild(scale_y);  scale.AppendChild(scale_z);  transform.AppendChild(position);  transform.AppendChild(rotation);  transform.AppendChild(scale);  gameObject.AppendChild(transform);       scenes.AppendChild(gameObject); root.AppendChild(scenes);          xmlDoc.AppendChild(root);          xmlDoc.Save(filepath);    }}            }        }        //刷新Project视图, 不然需要手动刷新哦 AssetDatabase.Refresh();        Debug.LogError("场景保存完成!!");        }}

这里需要注意,代码会根据你场景的名字进行打包,需要注意的是需要把场景添加到


下面就是加载代码

using UnityEngine;using System.Collections;using System.Xml;using System.IO;public class XML : MonoBehaviour {    // Use this for initialization    public string LeveName = "my";    public string FileName = "";void Start () {//电脑和iphong上的路径是不一样的,这里用标签判断一下。#if UNITY_EDITORstring filepath = Application.dataPath +"/StreamingAssets"+"/"+LeveName+".xml";#elif UNITY_IPHONE  string filepath = Application.dataPath +"/Raw"+"/my.xml";#endif        //如果文件存在话开始解析。if(File.Exists (filepath)){XmlDocument xmlDoc = new XmlDocument(); xmlDoc.Load(filepath); XmlNodeList nodeList=xmlDoc.SelectSingleNode("gameObjects").ChildNodes;foreach(XmlElement scene  in nodeList){//因为我的XML是把所有游戏对象全部导出, 所以这里判断一下只解析需要的场景中的游戏对象//JSON和它的原理类似if(!scene.GetAttribute("name").Equals("Assets/StarTrooper.unity")){continue;}foreach(XmlElement gameObjects in scene.ChildNodes){                    //string asset = "Prefab/" + gameObjects.GetAttribute("name");                    if (FileName == "")                        return;                    string asset = FileName + "/" + gameObjects.GetAttribute("name");                    Vector3 pos = Vector3.zero;Vector3 rot = Vector3.zero;Vector3 sca = Vector3.zero;foreach(XmlElement transform in gameObjects.ChildNodes){foreach(XmlElement prs in transform.ChildNodes){if(prs.Name == "position"){foreach(XmlElement position in prs.ChildNodes){switch(position.Name){case "x":pos.x = float.Parse(position.InnerText);break;case "y":pos.y = float.Parse(position.InnerText);break;case "z":pos.z = float.Parse(position.InnerText);break;}}}else if(prs.Name == "rotation"){foreach(XmlElement rotation in prs.ChildNodes){switch(rotation.Name){case "x":rot.x = float.Parse(rotation.InnerText);break;case "y":rot.y = float.Parse(rotation.InnerText);break;case "z":rot.z = float.Parse(rotation.InnerText);break;}}}else if(prs.Name == "scale"){foreach(XmlElement scale in prs.ChildNodes){switch(scale.Name){case "x":sca.x = float.Parse(scale.InnerText);break;case "y":sca.y = float.Parse(scale.InnerText);break;case "z":sca.z = float.Parse(scale.InnerText);break;}}}}//拿到 旋转 缩放 平移 以后克隆新游戏对象GameObject ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot));ob.transform.localScale = sca;}}}}}}

这样就可以了,实现场景导出xml,在利用代码进行加载整个场景。

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