导出Unity场景的所有游戏对象信息,一种是XML一种是JSON

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导出Unity场景的所有游戏对象信息,一种是XML一种是JSON。本篇文章我们把游戏场景中游戏对象的、旋转、缩放、平移与Prefab的名称导出在XML与JSON中。然后解析刚刚导出的XML或JSON通过脚本把导出的游戏场景还原。在Unity官网上下载随便下载一个demo Project,如下图所示这是我刚刚在官网上下载的一个范例程序。

 

 

          接着将层次视图中的所有游戏对象都封装成Prefab保存在资源路径中,这里注意一下如果你的Prefab绑定的脚本中有public Object 的话 ,需要在代码中改一下。。用 Find() FindTag()这类方法在脚本中Awake()方法中来拿,不然Prefab动态加载的时候无法赋值的,如下图所示,我把封装的Prefab对象都放在了Resources/Prefab文件夹下。

 

OK,现在我们就需要编写我们的导出工具、在Project视图中创建Editor文件夹,接着创建脚本MyEditor 。如下图所示。

 

因为编辑的游戏场景数量比较多,导出的时候我们需要遍历所有的游戏场景,一个一个的读取场景信息。然后取得游戏场景中所有游戏对象的Prefab的 名称 旋转 缩放 平移。有关XML的使用请大家看我的上一篇文章: Unity3D研究院之使用 C#合成解析XML与JSON(四十一) 代码中我只注释重点的部分,嘿嘿。

 MyEditor.cs
001using UnityEngine;
002using System.Collections;
003using UnityEditor;
004using System.Collections.Generic;
005using System.Xml;
006using System.IO;
007using System.Text;
008using LitJson;
009public class MyEditor : Editor
010{
011    //将所有游戏场景导出为XML格式
012    [MenuItem ("GameObject/ExportXML")]
013    static void ExportXML ()
014    {
015        string filepath = Application.dataPath + @"/StreamingAssets/my.xml";
016        if(!File.Exists (filepath))
017        {
018            File.Delete(filepath);
019        }
020        XmlDocument xmlDoc = new XmlDocument();
021        XmlElement root = xmlDoc.CreateElement("gameObjects");
022        //遍历所有的游戏场景
023        foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes)
024        {
025            //当关卡启用
026            if (S.enabled)
027            {
028                //得到关卡的名称
029                string name = S.path;
030                //打开这个关卡
031                EditorApplication.OpenScene(name);
032                XmlElement scenes = xmlDoc.CreateElement("scenes");
033                scenes.SetAttribute("name",name);
034                foreach (GameObject obj in Object.FindObjectsOfType(typeof(GameObject)))
035                {
036                    if (obj.transform.parent == null)
037                    {
038                         XmlElement gameObject = xmlDoc.CreateElement("gameObjects");
039                         gameObject.SetAttribute("name",obj.name);
040 
041                         gameObject.SetAttribute("asset",obj.name + ".prefab");
042                         XmlElement transform = xmlDoc.CreateElement("transform");
043                         XmlElement position = xmlDoc.CreateElement("position");
044                         XmlElement position_x = xmlDoc.CreateElement("x");
045                         position_x.InnerText = obj.transform.position.x+"";
046                         XmlElement position_y = xmlDoc.CreateElement("y");
047                         position_y.InnerText = obj.transform.position.y+"";
048                         XmlElement position_z = xmlDoc.CreateElement("z");
049                         position_z.InnerText = obj.transform.position.z+"";
050                         position.AppendChild(position_x);
051                         position.AppendChild(position_y);
052                         position.AppendChild(position_z);
053 
054                         XmlElement rotation = xmlDoc.CreateElement("rotation");
055                         XmlElement rotation_x = xmlDoc.CreateElement("x");
056                         rotation_x.InnerText = obj.transform.rotation.eulerAngles.x+"";
057                         XmlElement rotation_y = xmlDoc.CreateElement("y");
058                         rotation_y.InnerText = obj.transform.rotation.eulerAngles.y+"";
059                         XmlElement rotation_z = xmlDoc.CreateElement("z");
060                         rotation_z.InnerText = obj.transform.rotation.eulerAngles.z+"";
061                         rotation.AppendChild(rotation_x);
062                         rotation.AppendChild(rotation_y);
063                         rotation.AppendChild(rotation_z);
064 
065                         XmlElement scale = xmlDoc.CreateElement("scale");
066                         XmlElement scale_x = xmlDoc.CreateElement("x");
067                         scale_x.InnerText = obj.transform.localScale.x+"";
068                         XmlElement scale_y = xmlDoc.CreateElement("y");
069                         scale_y.InnerText = obj.transform.localScale.y+"";
070                         XmlElement scale_z = xmlDoc.CreateElement("z");
071                         scale_z.InnerText = obj.transform.localScale.z+"";
072 
073                         scale.AppendChild(scale_x);
074                         scale.AppendChild(scale_y);
075                         scale.AppendChild(scale_z);
076 
077                         transform.AppendChild(position);
078                         transform.AppendChild(rotation);
079                         transform.AppendChild(scale); 
080 
081                         gameObject.AppendChild(transform);
082                         scenes.AppendChild(gameObject);
083                         root.AppendChild(scenes);
084                         xmlDoc.AppendChild(root);
085                         xmlDoc.Save(filepath);
086 
087                    }
088                }
089            }
090        }
091        //刷新Project视图, 不然需要手动刷新哦
092         AssetDatabase.Refresh();
093    }
094 
095    //将所有游戏场景导出为JSON格式
096    [MenuItem ("GameObject/ExportJSON")]
097    static void ExportJSON ()
098    {
099        string filepath = Application.dataPath + @"/StreamingAssets/json.txt";
100        FileInfo t = new FileInfo(filepath);
101        if(!File.Exists (filepath))
102        {
103            File.Delete(filepath);
104        }
105        StreamWriter sw = t.CreateText();
106 
107        StringBuilder sb = new StringBuilder ();
108        JsonWriter writer = new JsonWriter (sb);
109        writer.WriteObjectStart ();
110        writer.WritePropertyName ("GameObjects");
111        writer.WriteArrayStart ();
112 
113        foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes)
114        {
115            if (S.enabled)
116            {
117                string name = S.path;
118                EditorApplication.OpenScene(name);
119                writer.WriteObjectStart();
120                writer.WritePropertyName("scenes");
121                writer.WriteArrayStart ();
122                writer.WriteObjectStart();
123                writer.WritePropertyName("name");
124                writer.Write(name);
125                writer.WritePropertyName("gameObject");
126                writer.WriteArrayStart ();
127 
128                foreach (GameObject obj in Object.FindObjectsOfType(typeof(GameObject)))
129                {
130                    if (obj.transform.parent == null)
131                    {
132                        writer.WriteObjectStart();
133                        writer.WritePropertyName("name");
134                        writer.Write(obj.name);
135 
136                        writer.WritePropertyName("position");
137                        writer.WriteArrayStart ();
138                        writer.WriteObjectStart();
139                        writer.WritePropertyName("x");
140                        writer.Write(obj.transform.position.x.ToString("F5"));
141                        writer.WritePropertyName("y");
142                        writer.Write(obj.transform.position.y.ToString("F5"));
143                        writer.WritePropertyName("z");
144                        writer.Write(obj.transform.position.z.ToString("F5"));
145                        writer.WriteObjectEnd();
146                        writer.WriteArrayEnd();
147 
148                        writer.WritePropertyName("rotation");
149                        writer.WriteArrayStart ();
150                        writer.WriteObjectStart();
151                        writer.WritePropertyName("x");
152                        writer.Write(obj.transform.rotation.eulerAngles.x.ToString("F5"));
153                        writer.WritePropertyName("y");
154                        writer.Write(obj.transform.rotation.eulerAngles.y.ToString("F5"));
155                        writer.WritePropertyName("z");
156                        writer.Write(obj.transform.rotation.eulerAngles.z.ToString("F5"));
157                        writer.WriteObjectEnd();
158                        writer.WriteArrayEnd();
159 
160                        writer.WritePropertyName("scale");
161                        writer.WriteArrayStart ();
162                        writer.WriteObjectStart();
163                        writer.WritePropertyName("x");
164                        writer.Write(obj.transform.localScale.x.ToString("F5"));
165                        writer.WritePropertyName("y");
166                        writer.Write(obj.transform.localScale.y.ToString("F5"));
167                        writer.WritePropertyName("z");
168                        writer.Write(obj.transform.localScale.z.ToString("F5"));
169                        writer.WriteObjectEnd();
170                        writer.WriteArrayEnd();
171 
172                        writer.WriteObjectEnd();
173                    }
174                }
175 
176                writer.WriteArrayEnd();
177                writer.WriteObjectEnd();
178                writer.WriteArrayEnd();
179                writer.WriteObjectEnd();
180            }
181        }
182        writer.WriteArrayEnd();
183        writer.WriteObjectEnd ();
184 
185        sw.WriteLine(sb.ToString());
186        sw.Close();
187        sw.Dispose();
188        AssetDatabase.Refresh();
189    }
190}

 

OK。此时我们就可以导出游戏场景的信息拉,注意游戏场景的需要现在Project Setting 中注册。点击 GameObject – > Export    XML 和 GameObject – > ExportJson 菜单项即可开始生成。

 

 

如下图所示,场景导出完毕后,会将xml 与Json 文件保存在StreamingAssets路径下,放在这里的原因是方便移动平台移植,因为它们属于二进制文件,移动平台在读取二进制文件的路径是不一样的。一定要放在这里喔。

 

 

接着,我继续创建两个游戏场景,一个用来解析XML的场景,一个用来解析JSON的场景。 

XML场景中,创建一个空的游戏对象,把XML.cs挂上去。

001using UnityEngine;
002using System.Collections;
003using System.Xml;
004using System.IO;
005public class XML : MonoBehaviour {
006 
007    // Use this for initialization
008    void Start ()
009    {
010 
011//电脑和iphong上的路径是不一样的,这里用标签判断一下。
012#if UNITY_EDITOR
013        string filepath = Application.dataPath +"/StreamingAssets"+"/my.xml";
014#elif UNITY_IPHONE
015      string filepath = Application.dataPath +"/Raw"+"/my.xml";
016#endif
017        //如果文件存在话开始解析。
018        if(File.Exists (filepath))
019        {
020            XmlDocument xmlDoc = new XmlDocument();
021            xmlDoc.Load(filepath);
022            XmlNodeList nodeList=xmlDoc.SelectSingleNode("gameObjects").ChildNodes;
023            foreach(XmlElement scene  in nodeList)
024            {
025                //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
026                //JSON和它的原理类似
027                if(!scene.GetAttribute("name").Equals("Assets/StarTrooper.unity"))
028                {
029                    continue;
030                }
031 
032                foreach(XmlElement gameObjects in scene.ChildNodes)
033                {
034 
035                    string asset = "Prefab/" + gameObjects.GetAttribute("name");
036                    Vector3 pos = Vector3.zero;
037                    Vector3 rot = Vector3.zero;
038                    Vector3 sca = Vector3.zero;
039                    foreach(XmlElement transform in gameObjects.ChildNodes)
040                    {
041                        foreach(XmlElement prs in transform.ChildNodes)
042                        {
043                            if(prs.Name == "position")
044                            {
045                                foreach(XmlElement position in prs.ChildNodes)
046                                {
047                                    switch(position.Name)
048                                    {
049                                    case "x":
050                                        pos.x = float.Parse(position.InnerText);
051                                        break;
052                                    case "y":
053                                        pos.y = float.Parse(position.InnerText);
054                                        break;
055                                    case "z":
056                                        pos.z = float.Parse(position.InnerText);
057                                        break;
058                                }
059                            }
060                        }else if(prs.Name == "rotation")
061                        {
062                            foreach(XmlElement rotation in prs.ChildNodes)
063                            {
064                                switch(rotation.Name)
065                                {
066                                case "x":
067                                    rot.x = float.Parse(rotation.InnerText);
068                                    break;
069                                case "y":
070                                    rot.y = float.Parse(rotation.InnerText);
071                                    break;
072                                case "z":
073                                    rot.z = float.Parse(rotation.InnerText);
074                                    break;
075                                }
076                            }
077                        }else if(prs.Name == "scale")
078                        {
079                            foreach(XmlElement scale in prs.ChildNodes)
080                            {
081                                switch(scale.Name)
082                                {
083                                case "x":
084                                    sca.x = float.Parse(scale.InnerText);
085                                    break;
086                                case "y":
087                                    sca.y = float.Parse(scale.InnerText);
088                                    break;
089                                case "z":
090                                    sca.z = float.Parse(scale.InnerText);
091                                    break;
092                                }
093                            }
094                        }
095                    }
096 
097                    //拿到 旋转 缩放 平移 以后克隆新游戏对象
098                    GameObject ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot));
099                    ob.transform.localScale = sca;
100 
101                    }
102            }
103            }
104        }
105    }
106 
107    // Update is called once per frame
108    void Update ()
109    {
110 
111    }
112 
113    void OnGUI()
114    {
115        if(GUI.Button(new Rect(0,0,200,200),"XML WORLD"))
116        {
117            Application.LoadLevel("JSONScene");
118        }
119 
120    }
121 
122}

 

接着JSON场景中,创建一个空的游戏对象,把JSON.cs挂上去。

01using UnityEngine;
02using System.Collections;
03using System.IO;
04using LitJson;
05 
06public class JSON : MonoBehaviour {
07 
08    // Use this for initialization
09    void Start ()
10    {
11#if UNITY_EDITOR
12      string filepath = Application.dataPath +"/StreamingAssets"+"/json.txt";
13#elif UNITY_IPHONE
14      string filepath = Application.dataPath +"/Raw"+"/json.txt";
15#endif 
16 
17        StreamReader sr  = File.OpenText(filepath);
18        string  strLine = sr.ReadToEnd();
19       JsonData jd = JsonMapper.ToObject(strLine);
20       JsonData gameObjectArray = jd["GameObjects"];
21        int i,j,k;
22        for (i = 0; i < gameObjectArray.Count; i++)
23        {
24           JsonData senseArray = gameObjectArray[i]["scenes"];
25           for (j = 0; j < senseArray.Count; j++)
26           {
27                string sceneName = (string)senseArray[j]["name"];
28                if(!sceneName.Equals("Assets/StarTrooper.unity"))
29                {
30                    continue;
31                }
32                JsonData gameObjects = senseArray[j]["gameObject"];
33 
34                for (k = 0; k < gameObjects.Count; k++)
35                {
36                    string objectName = (string)gameObjects[k]["name"];
37                    string asset = "Prefab/" + objectName;
38                    Vector3 pos = Vector3.zero;
39                    Vector3 rot = Vector3.zero;
40                    Vector3 sca = Vector3.zero;
41 
42                    JsonData position = gameObjects[k]["position"];
43                    JsonData rotation = gameObjects[k]["rotation"];
44                    JsonData scale = gameObjects[k]["scale"];
45 
46                    pos.x = float.Parse((string)position[0]["x"]);
47                    pos.y = float.Parse((string)position[0]["y"]);
48                    pos.z = float.Parse((string)position[0]["z"]);
49 
50                    rot.x = float.Parse((string)rotation[0]["x"]);
51                    rot.y = float.Parse((string)rotation[0]["y"]);
52                    rot.z = float.Parse((string)rotation[0]["z"]);
53 
54                    sca.x = float.Parse((string)scale[0]["x"]);
55                    sca.y = float.Parse((string)scale[0]["y"]);
56                    sca.z = float.Parse((string)scale[0]["z"]);
57 
58                    GameObject ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot));
59                    ob.transform.localScale = sca;
60 
61                }
62 
63           }
64        }
65 
66    }
67 
68    // Update is called once per frame
69    void Update () {
70 
71    }
72 
73    void OnGUI()
74    {
75        if(GUI.Button(new Rect(0,0,200,200),"JSON WORLD"))
76        {
77            Application.LoadLevel("XMLScene");
78        }
79 
80    }
81 
82}

 

本例XML和JSON的解析与还原场景,在IOS真实设备上测试通过。

 

 

本例的下载地址:http://vdisk.weibo.com/s/k0_DE

雨松MOMO 祝大家学习愉快,准备睡觉,安 。欢迎讨论与学习 嘿嘿。

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