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
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
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
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
C#学习
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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。
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。
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。
C#
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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。
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。