【unity】将场景导出XML或JSON或二进制而且解析还原场景

http://www.xuanyusong.com/archives/1919node

        导出Unity场景的全部游戏对象信息,一种是XML一种是JSON。本篇文章咱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。而后解析刚刚导出的XML或JSON经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,以下图所示这是我刚刚在官网上下载的一个范例程序。json

wKiom1RIrJ7hRpJkAAKE8aHHgRM579.jpg

          接着将层次视图中的全部游戏对象都封装成Prefab保存在资源路径中,这里注意一下若是你的Prefab绑定的脚本中有public Object 的话 ,须要在代码中改一下。。用 Find() FindTag()这类方法在脚本中Awake()方法中来拿,否则Prefab动态加载的时候没法赋值的,以下图所示,我把封装的Prefab对象都放在了Resources/Prefab文件夹下。app

wKiom1RIrJ6Sm5QLAABgRrfLISA098.jpg

OK,如今咱们就须要编写咱们的导出工具、在Project视图中建立Editor文件夹,接着建立脚本MyEditor 。以下图所示。ide

wKioL1RIrOzyZwkhAABIwa2YFMo422.jpg

由于编辑的游戏场景数量比较多,导出的时候咱们须要遍历全部的游戏场景,一个一个的读取场景信息。而后取得游戏场景中全部游戏对象的Prefab的 名称 旋转 缩放 平移。有关XML的使用请你们看个人上一篇文章: 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。工具

 MyEditor.csoop

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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

{

//将全部游戏场景导出为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");

//遍历全部的游戏场景

foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes)

        {

         //当关卡启用

            if (S.enabled)

            {

             //获得关卡的名称

                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, 否则须要手动刷新哦

AssetDatabase.Refresh();

}

 

//将全部游戏场景导出为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。此时咱们就能够导出游戏场景的信息拉,注意游戏场景的须要如今Project Setting 中注册。点击 GameObject – > Export    XML 和 GameObject – > ExportJson 菜单项便可开始生成。

wKiom1RIrKGBOrn-AAFcRVV0ZTY022.jpg

以下图所示,场景导出完毕后,会将xml 与Json 文件保存在StreamingAssets路径下,放在这里的缘由是方便移动平台移植,由于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同的。必定要放在这里喔。

wKioL1RIrPDDt773AAAgb126NFc131.jpg

接着,我继续建立两个游戏场景,一个用来解析XML的场景,一个用来解析JSON的场景。 

XML场景中,建立一个空的游戏对象,把XML.cs挂上去。

C#

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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上的路径是不同的,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

        //若是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)

{

//由于个人XML是把全部游戏对象所有导出, 因此这里判断一下只解析须要的场景中的游戏对象

//JSON和它的原理相似

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 之后克隆新游戏对象

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,建立一个空的游戏对象,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真实设备上测试经过。

 

wKiom1RIrKmiZBTNAAJ12WmYfAg823.jpg

本例的下载地址:http://vdisk.weibo.com/s/k0_DE

雨松MOMO 祝你们学习愉快,准备睡觉,安 。欢迎讨论与学习 嘿嘿。

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