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Unity3D研究院之将场景导出XML或JSON或二进制并且解析还原场景(四十二)

2015-12-11 17:08 429 查看
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

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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/my.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();

}

}

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。

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using
UnityEngine;

using
System.Collections;

using
System.Xml;

using
System.IO;

public
class
XML
:
MonoBehaviour
{

//
Use this for initialization

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_EDITOR

string
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 frame

void
Update
()

{

}

void
OnGUI()

{

if(GUI.Button(new
Rect(0,0,200,200),"XML
WORLD"))

{

Application.LoadLevel("JSONScene");

}

}

}

接着JSON场景中,创建一个空的游戏对象,把JSON.cs挂上去。

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using
UnityEngine;

using
System.Collections;

using
System.IO;

using
LitJson;

public
class
JSON
:
MonoBehaviour
{

//
Use this for initialization

void
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 frame

void
Update
()
{

}

void
OnGUI()

{

if(GUI.Button(new
Rect(0,0,200,200),"JSON
WORLD"))

{

Application.LoadLevel("XMLScene");

}

}

}

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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