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Unity游戏开发——Unity场景导出XML并且进行加载

2017-10-12 15:56 429 查看
在Unity开发中需要进行场景管理,在管理中很多时候需要把程序导出xml在使用时候在根据xml的配置进行加载完成场景的构建。把现有的场景导出xml需要使用到Unity的编辑类需要引入命名空间,unityEditor,直接把导出xml做成一个工具。具体代码

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
using System.Xml;
using System.IO;
using System.Text;
using LitJson;
using UnityEngine.SceneManagement;
public class MyEditor : Editor
{
//将所有游戏场景导出为XML格式
[MenuItem ("GameObject/ExportXML")]
static void ExportXML ()
{
string LevelName = SceneManager.GetActiveScene().name;
if (LevelName == "")
Debug.LogError("请保存你的场景");
string filepath = Application.dataPath + @"/StreamingAssets/"+LevelName+".xml";
//string filepath = Application.dataPath + @"/StreamingAssets/lv01.xml";
if (!File.Exists (filepath))
{
File.Delete(filepath);
}
XmlDocument xmlDoc = new XmlDocument();
XmlElement root = xmlDoc.CreateElement("gameObjects");
Debug.Log(UnityEditor.EditorBuildSettings.scenes[0]);
//遍历所有的游戏场景
foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes)
{
Debug.Log("123");

//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();
Debug.LogError("场景保存完成!!");

}
}

这里需要注意,代码会根据你场景的名字进行打包,需要注意的是需要把场景添加到



下面就是加载代码

using UnityEngine;
using System.Collections;
using System.Xml;
using System.IO;
public class XML : MonoBehaviour {

// Use this for initialization
public string LeveName = "my";
public string FileName = "";

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"+"/"+LeveName+".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");
if (FileName == "")
return;
string asset = FileName + "/" + 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;

}
}
}
}
}

}


这样就可以了,实现场景导出xml,在利用代码进行加载整个场景。
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