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unity3d操作XML(C#)

2011-09-15 11:14 190 查看
在unity3D中使用xml的方法总结:

(使用c#)

1.需要引入一些包

using UnityEngine;
using System;
using System.Xml;
using System.Xml.Serialization;
using System.IO;
using System.Text;
using System.Collections;


上面这些应该足够了

2.创建unity3D中的一组数据结构

比如我想要存入某一个物体的运动参数

public class MovementArgument
{
public String Name;
public String Tag;
public float position_x;
public float position_y;
public float position_z;
public float velocity_x;
public float velocity_y;
public float velocity_z;
}


3.再使用一个类来保存MovementArgument的对象,作为xml数据结构

public class UserData
{
public MovementArgument _iUser
public UserData()
{
_iUser = new MovementArgument();
}
}


4.创建使用于本数据结构的存储读取过程(在底层的xml操作之上)

读取(其实读取操作与数据结构无关了,可以复用)

public void LoadData()
{
StreamReader r  = File.OpenText(_FileLocation+"/"+ _FileName);//_FileLocation是unity3D当前project的路径名,_FileName是xml的文件名。定义为成员变量了
//当然,你也可以在前面先判断下要读取的xml文件是否存在
String _data=r.ReadLine();
myData = DeserializeObject(_data) as UserData;//myData是上面自定义的xml存取过程中要使用的数据结构UserData
r.Close();
}
存储(参数要根据需要变化)

public void SaveData(String sc1, String sc2,float sc3,float sc4,float sc5,float sc6,float sc7,float sc7)
{
tempData._iUser.Name = sc1;//tempData是成员变量,UserData类型
tempData._iUser.Tag = sc2;
tempData._iUser.position_x = sc3;
tempData._iUser.position_y = sc4;
tempData._iUser.position_z = sc5;
tempData._iUser.direction_x = sc6;
tempData._iUser.direction_z = sc7;
tempData._iUser.direction_y = sc8;

StreamWriter writer  ;
FileInfo t  = new FileInfo(_FileLocation+"/"+ _FileName);
t.Delete();
writer = t.CreateText();
String _data = SerializeObject(tempData);//序列化这组数据
writer.WriteLine(_data);//写入xml
writer.Close();
}


5.底层的xml操作

底层xml读写使用.net中的System.xml命名空间中的类和方法,具体可见http://msdn.microsoft.com/zh-cn/library/gg145036.aspx

public String UTF8ByteArrayToString(byte []characters)
{
UTF8Encoding encoding = new UTF8Encoding();
String constructedString = encoding.GetString(characters);
return (constructedString);
}

public byte[] StringToUTF8ByteArray(String pXmlString)
{
UTF8Encoding encoding = new UTF8Encoding();
byte []byteArray = encoding.GetBytes(pXmlString);
return byteArray;
}

// Here we serialize our UserData object of myData
public String SerializeObject(object pObject)
{
String XmlizedString = "";
MemoryStream memoryStream = new MemoryStream();
XmlSerializer xs = new XmlSerializer(typeof(UserData));
XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
xs.Serialize(xmlTextWriter, pObject);
memoryStream = (MemoryStream)xmlTextWriter.BaseStream; // (MemoryStream)
XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
return XmlizedString;
}

// Here we deserialize it back into its original form
public object DeserializeObject(String pXmlizedString)
{
XmlSerializer xs   = new XmlSerializer(typeof(UserData));
MemoryStream memoryStream  = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
XmlTextWriter xmlTextWriter  = new XmlTextWriter(memoryStream, Encoding.UTF8);
return xs.Deserialize(memoryStream);
}
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