场景的信息保存成xml或json,并恢复场景

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为了,能够动态的将场景加载至游戏中,我们首先需要做的就是,收集并保存场景中游戏对象的位置,旋转,缩放这几个基本的信息。

我们可以将对象信息保存成xml或者json两种格式。

using UnityEngine;using System.Collections;using UnityEditor;using System.Collections.Generic;using System.Xml;using System.IO;using System.Text;using LitJson;public class MyEditor : Editor {//将所有游戏场景导出为XML格式[MenuItem ("GameObject/ExportXML")]static void ExportXML () {string filepath = Application.dataPath + @"/StreamingAssets/RechardTry.xml";if(!File.Exists (filepath)){File.Delete(filepath);}XmlDocument xmlDoc = new XmlDocument(); XmlElement root = xmlDoc.CreateElement("gameObjects");//遍历所有的游戏场景foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes){//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();}//将所有游戏场景导出为JSON格式[MenuItem ("GameObject/ExportJSON")]static void ExportJSON () {string filepath = Application.dataPath + @"/StreamingAssets/json.txt";FileInfo t = new FileInfo(filepath);if(!File.Exists (filepath)){File.Delete(filepath);}StreamWriter sw = t.CreateText();   StringBuilder sb = new StringBuilder ();JsonWriter writer = new JsonWriter (sb);writer.WriteObjectStart ();writer.WritePropertyName ("GameObjects");writer.WriteArrayStart ();foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes){if (S.enabled){string name = S.path;EditorApplication.OpenScene(name);writer.WriteObjectStart();writer.WritePropertyName("scenes");writer.WriteArrayStart ();writer.WriteObjectStart();writer.WritePropertyName("name");writer.Write(name);writer.WritePropertyName("gameObject");writer.WriteArrayStart ();foreach (GameObject obj in Object.FindObjectsOfType(typeof(GameObject))){if (obj.transform.parent == null){writer.WriteObjectStart();writer.WritePropertyName("name");writer.Write(obj.name);writer.WritePropertyName("position");writer.WriteArrayStart ();writer.WriteObjectStart();writer.WritePropertyName("x");writer.Write(obj.transform.position.x.ToString("F5"));writer.WritePropertyName("y");writer.Write(obj.transform.position.y.ToString("F5"));writer.WritePropertyName("z");writer.Write(obj.transform.position.z.ToString("F5"));writer.WriteObjectEnd();writer.WriteArrayEnd();writer.WritePropertyName("rotation");writer.WriteArrayStart ();writer.WriteObjectStart();writer.WritePropertyName("x");writer.Write(obj.transform.rotation.eulerAngles.x.ToString("F5"));writer.WritePropertyName("y");writer.Write(obj.transform.rotation.eulerAngles.y.ToString("F5"));writer.WritePropertyName("z");writer.Write(obj.transform.rotation.eulerAngles.z.ToString("F5"));writer.WriteObjectEnd();writer.WriteArrayEnd();writer.WritePropertyName("scale");writer.WriteArrayStart ();writer.WriteObjectStart();writer.WritePropertyName("x");writer.Write(obj.transform.localScale.x.ToString("F5"));writer.WritePropertyName("y");writer.Write(obj.transform.localScale.y.ToString("F5"));writer.WritePropertyName("z");writer.Write(obj.transform.localScale.z.ToString("F5"));writer.WriteObjectEnd();writer.WriteArrayEnd();writer.WriteObjectEnd();}}writer.WriteArrayEnd();writer.WriteObjectEnd();writer.WriteArrayEnd();writer.WriteObjectEnd();}}writer.WriteArrayEnd();writer.WriteObjectEnd ();sw.WriteLine(sb.ToString());sw.Close();sw.Dispose();AssetDatabase.Refresh();}}


在要导出游戏场景信息前,需要做以下几件事情

1、在Assets下创建一个StreamingAssets文件夹

2、将场景加入到Build setting中

3、将MyEditor文件放在Assets/Editor下,如果Editor文件不存在,创建一个。

4、创建一个Resources文件夹,然后再在Resources文件夹下创建一个Prefab文件夹,并将场景zhong

所有的对象都变成prefab纺织在Prefab文件夹下。



然后,我们可以利用创建的xml文件或者json文件来恢复我们需要的场景了。

1、新建一个Scene文件,命名为xml或Json

2、在该Scene中新建一个空对象,命名为RecoveryObj。

3、创建xml.cs文件或者json.cs文件并作为RecoveryObj对象的组件。

文件代码如下:

xml.cs

using UnityEngine;using System.Collections;using System.Xml;using System.IO;public class XML : MonoBehaviour {// Use this for initializationvoid 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"+"/my.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");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;}}}}}// Update is called once per framevoid Update () {}void OnGUI(){if(GUI.Button(new Rect(0,0,200,200),"XML WORLD")){Application.LoadLevel("JSONScene");}}}

json.cs如下:

using UnityEngine;using System.Collections;using System.IO;using LitJson;public class JSON : MonoBehaviour {// Use this for initializationvoid Start (){#if UNITY_EDITOR  string filepath = Application.dataPath +"/StreamingAssets"+"/json.txt";#elif UNITY_IPHONE  string filepath = Application.dataPath +"/Raw"+"/json.txt";#endif   StreamReader sr  = File.OpenText(filepath);string  strLine = sr.ReadToEnd();   JsonData jd = JsonMapper.ToObject(strLine);   JsonData gameObjectArray = jd["GameObjects"];int i,j,k;for (i = 0; i < gameObjectArray.Count; i++){    JsonData senseArray = gameObjectArray[i]["scenes"];   for (j = 0; j < senseArray.Count; j++)      {string sceneName = (string)senseArray[j]["name"];if(!sceneName.Equals("Assets/StarTrooper.unity")){continue;}JsonData gameObjects = senseArray[j]["gameObject"];for (k = 0; k < gameObjects.Count; k++){string objectName = (string)gameObjects[k]["name"];string asset = "Prefab/" + objectName;Vector3 pos = Vector3.zero;Vector3 rot = Vector3.zero;Vector3 sca = Vector3.zero;JsonData position = gameObjects[k]["position"];JsonData rotation = gameObjects[k]["rotation"];JsonData scale = gameObjects[k]["scale"];pos.x = float.Parse((string)position[0]["x"]);pos.y = float.Parse((string)position[0]["y"]);pos.z = float.Parse((string)position[0]["z"]);rot.x = float.Parse((string)rotation[0]["x"]);rot.y = float.Parse((string)rotation[0]["y"]);rot.z = float.Parse((string)rotation[0]["z"]);sca.x = float.Parse((string)scale[0]["x"]);sca.y = float.Parse((string)scale[0]["y"]);sca.z = float.Parse((string)scale[0]["z"]);GameObject ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot));ob.transform.localScale = sca;}   }}}// Update is called once per framevoid Update () {}void OnGUI(){if(GUI.Button(new Rect(0,0,200,200),"JSON WORLD")){Application.LoadLevel("XMLScene");}}}




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