unity3d场景导出XML或JSON并且解析还原场景
来源:互联网 发布:罗技k260配对软件 编辑:程序博客网 时间:2024/05/18 19:46
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。
using 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。
XML场景中,创建一个空的游戏对象,把XML.cs挂上去。
using 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。
using 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["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。
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.csusing 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。
using 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。
using 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["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
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