Unity3d之json解析研究

json是好东西啊!JSON(JavaScript Object Notation) 是一种轻量级的数据交换格式
      JSON简单易用,我要好好研究一下,和大家共享一下.
      想了解更详细的数据可以参考一下百科: http://baike.baidu.com/view/136475.htm
      好了,我们步入正题:unity3d使用json
      我写了4个方法:ReadJson(),ReadJsonFromTXT();WriteJsonAndPrint(),WriteJsonToFile(string,string).
     想使用JSon需要dll动态链接库
还有一些相应的命名空间using UnityEngine;
using System.Collections;
using LitJson;
using System.IO;
#if UNITY_EDITOR
using UnityEditor;
#endif
首先你需要2个字符串,一个为路径,一个文txt文件。
我的写法如下:
    public TextAsset txt;
    public string filePath;
    public string fileName;
// Use this for initialization
void Start () {
        filePath = Application.dataPath + "/TextFile";
        fileName = filePath + "/File.txt"; 
}

     1. //读json数据
    void ReadJson()
    {
        //注意json格式。我的只能在一行写入啊,要不就报错,懂的大牛,不吝赐教啊,这是为什么呢?
        string str = "{'name':'taotao','id':10,'items':[{'itemid':1001,'itemname':'dtao'},{'itemid':1002,'itemname':'test_2'}]}";
        //这里是json解析了
        JsonData jd = JsonMapper.ToObject(str);
        Debug.Log("name=" + jd["name"]);
        Debug.Log("id=" + jd["id"]);
        JsonData jdItems = jd["items"];
        //注意这里不能用枚举foreach,否则会报错的,看到网上
        //有的朋友用枚举,但是我测试过,会报错,我也不太清楚。
        //大家注意一下就好了
        for (int i = 0; i < jdItems.Count; i++)
        {
            Debug.Log("itemid=" + jdItems ["itemid"]);
            Debug.Log("itemname=" + jdItems ["itemname"]);
        }
        Debug.Log("items is or not array,it's " + jdItems.IsArray);
    }
2.  //从TXT文本里都json
    void ReadJsonFromTXT()
    {
        //解析json
        JsonData jd = JsonMapper.ToObject(txt.text);
        Debug.Log("hp:" + jd["hp"]);
        Debug.Log("mp:" + jd["mp"]);
        JsonData weapon = jd["weapon"];
        //打印一下数组
        for (int i = 0; i < weapon.Count; i++)
        {
            Debug.Log("name="+weapon ["name"]);
            Debug.Log("color="+weapon ["color"]);
            Debug.Log("durability="+weapon ["durability"]);
        }
    }
3.   //写json数据并且打印他
    void WriteJsonAndPrint()
    {
        System.Text.StringBuilder strB = new System.Text.StringBuilder();
        JsonWriter jsWrite = new JsonWriter(strB);
        jsWrite.WriteObjectStart();
        jsWrite.WritePropertyName("Name");
        jsWrite.Write("taotao");
        jsWrite.WritePropertyName("Age");
        jsWrite.Write(25);
        jsWrite.WritePropertyName("MM");
        jsWrite.WriteArrayStart();
        jsWrite.WriteObjectStart();
        jsWrite.WritePropertyName("name");
        jsWrite.Write("xiaomei");
        jsWrite.WritePropertyName("age");
        jsWrite.Write("17");
        jsWrite.WriteObjectEnd();
        jsWrite.WriteObjectStart();
        jsWrite.WritePropertyName("name");
        jsWrite.Write("xiaoli");
        jsWrite.WritePropertyName("age");
        jsWrite.Write("18");
        jsWrite.WriteObjectEnd();
        jsWrite.WriteArrayEnd();
        jsWrite.WriteObjectEnd();
        Debug.Log(strB);
        JsonData jd = JsonMapper.ToObject(strB.ToString());
        Debug.Log("name=" + jd["Name"]);
        Debug.Log("age=" + jd["Age"]);
        JsonData jdItems = jd["MM"];
        for (int i = 0; i < jdItems.Count; i++)
        {
            Debug.Log("MM name=" + jdItems ["name"]);
            Debug.Log("MM age=" + jdItems ["age"]);
        }

    }
4. //把json数据写到文件里
    void WriteJsonToFile(string path,string fileName)
    {
        System.Text.StringBuilder strB = new System.Text.StringBuilder();
        JsonWriter jsWrite = new JsonWriter(strB);
        jsWrite.WriteObjectStart();
        jsWrite.WritePropertyName("Name");
        jsWrite.Write("taotao");
        jsWrite.WritePropertyName("Age");
        jsWrite.Write(25);
        jsWrite.WritePropertyName("MM");
        jsWrite.WriteArrayStart();
        jsWrite.WriteObjectStart();
        jsWrite.WritePropertyName("name");
        jsWrite.Write("xiaomei");
        jsWrite.WritePropertyName("age");
        jsWrite.Write("17");
        jsWrite.WriteObjectEnd();
        jsWrite.WriteObjectStart();
        jsWrite.WritePropertyName("name");
        jsWrite.Write("xiaoli");
        jsWrite.WritePropertyName("age");
        jsWrite.Write("18");
        jsWrite.WriteObjectEnd();
        jsWrite.WriteArrayEnd();
        jsWrite.WriteObjectEnd();
        Debug.Log(strB);
        //创建文件目录
        DirectoryInfo dir = new DirectoryInfo(path);
        if (dir.Exists)
        {
            Debug.Log("This file is already exists");
        }
        else
        {
            Directory.CreateDirectory(path);
            Debug.Log("CreateFile");
#if UNITY_EDITOR
            AssetDatabase.Refresh();
#endif
        }
        //把json数据写到txt里
        StreamWriter sw;
        if (File.Exists(fileName))
        {
            //如果文件存在,那么就向文件继续附加(为了下次写内容不会覆盖上次的内容)
            sw = File.AppendText(fileName);
            Debug.Log("appendText");
        }
        else
        {
            //如果文件不存在则创建文件
            sw = File.CreateText(fileName);
            Debug.Log("createText");
        }
        sw.WriteLine(strB);
        sw.Close();
#if UNITY_EDITOR
        AssetDatabase.Refresh();
#endif

    }.
为了大家可以更形象理解一下。我用GUI了
  void OnGUI()
    {
        GUILayout.BeginArea(new Rect(0, 0, Screen.width, Screen.height));
        GUILayout.BeginHorizontal();
        GUILayout.FlexibleSpace();
        GUILayout.BeginVertical();
        GUILayout.FlexibleSpace();
        if (GUILayout.Button("ReadJson"))
        {
            ReadJson();
        }
        if (GUILayout.Button("ReadJsonFromTXT"))
        {
            ReadJsonFromTXT();
        }
        if (GUILayout.Button("WriteJsonAndPrint"))
        {
            WriteJsonAndPrint();
        }
        if (GUILayout.Button("WriteJsonToFile"))
        {
            WriteJsonToFile(filePath,fileName);
        }
        GUILayout.FlexibleSpace();
        GUILayout.EndVertical();
        GUILayout.FlexibleSpace();
        GUILayout.EndHorizontal();
        GUILayout.EndArea();
    }
      首先我的工程如下:


接着我们把TestJson脚本赋给摄像机


我们点击run一下


你便会在游戏面板里看到有4个按钮了


我们点击ReadJson按钮一下


在相印的控制台里打印如红色框内


我们clear一下控制台,clear玩了如下所示,红色区域里什么也没有了


我们点击一下ReadJsonFromTXT按钮,点完后发现打印的结果和txt里的内容一模一样,呵呵成功了


我们再clear一下控制台,之后点击一下WriteJsonAndPrint按钮


打印结果如下:


我们接着clear一下控制台,点击一下WriteJsonToFile按钮


我们发现在工程面板里多出来了一个文件夹和文本文件,而且控制台打印的结果和文本里的内容一样哟!o(∩_∩)o


好了,这节讲完了。不知道大家清楚没,欢迎留言。一起学习,一起进步。



请保证工程里面已经加入了LitJson.dll

服务器上JSON的内容
  1. [{"people":[
  2. {"name":"fff","pass":"123456","age":"1", "info":{"sex":"man"}}, 
  3. {"name":"god","pass":"123456","age":"1","info":{"sex":"woman"}}, 
  4. {"name":"kwok","pass":"123456","age":"1","info":{"sex":"man"}},
  5. {"name":"tom","pass":"123456","age":"1","info":{"sex":"woman"}}
  6. ]}
  7. ]
复制代码

LoadControl_c代码:

  1. using UnityEngine;
  2. using System.Collections;
  3. using LitJson;

  4. public class LoadControl_c:MonoBehaviour 
  5. {
  6. private GameObject plane;

  7. public string url = "http://127.0.0.1/test2.txt";

  8. // Use this for initialization
  9. void Start()
  10. {
  11. StartCoroutine(LoadTextFromUrl());

  12. //StartCoroutine(DoSomething());

  13. //Book book = new Book("Android dep");

  14. //InvokeRepeating("LaunchProjectile", 1, 5);
  15. }



  16. IEnumerator DoSomething() 
  17. {
  18. yield return new WaitForSeconds(3);
  19. }

  20. IEnumerator LoadTextFromUrl()
  21. {
  22. if (url.Length > 0)
  23. {
  24. WWW www = new WWW(url);
  25. yield return www;
  26. //string data = www.data.ToString().Substring(1); 
  27. string data = www.text.ToString().Substring(1); 

  28. // 下面是关键
  29. print(data);

  30. LitJson.JsonData jarr = LitJson.JsonMapper.ToObject(www.text);

  31. if(jarr.IsArray)
  32. {

  33. for (int i = 0; i < jarr.Count; i++)
  34. {
  35. Debug.Log(jarr[i]["people"]);

  36. JsonData jd = jarr[i]["people"];

  37. for(int j = 0; j < jd.Count; j++)
  38. {
  39. Debug.Log(jd[j]["name"]);
  40. }
  41. }
  42. }
  43. }
  44. }

  45. }
原文链接:http://www.360doc.com/content/13/0117/11/10941785_260687703.shtml#
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