Unity 将Asset文件XML文件相互转换

两种不同文件的特点

文件类型优点缺点
XML易于修改,可以在任意文本编辑器中打开读取速度慢,只能读取文本信息
asset读取速度快,支持各种Unity数据的序列化数据量大的时候难以编辑,且只能在Unity里面修改

asset生成

这里用多语言配置文件strings.asset作为范例

Strings.cs

using System;
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu()]//使用这个可以快速创建asset文件
public class Strings : ScriptableObject
{
	public List<Strings.Sheet> sheets = new List<Strings.Sheet>();//用列表储存序列化数据

	[Serializable]
	public class Sheet
	{
		public string name = string.Empty;//表名,用于进行分类

		public List<Strings.Param> list = new List<Strings.Param>();//ID与多语言具体文字列表
	}

	[Serializable]
	public class Param
	{
		public string ID;

		public string Kor;

		public string Jpn;

		public string Eng;

		public string Ger;

		public string Rus;

		public string zhCN;

		public string zhTW;

		public string Frc;
		
	}
}

代码写好后,在任意目录下点击右键,Creat——Strings,就可以创建一个Strings.asset文件,我们可以向里面填写一些基本的数据,以便测试。
String.asset配置

asset文件与XML文件转换

在编辑器模式下即可完成该操作,可以创建一个编辑器窗口便于使用。

XML2AssetEditor.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Xml;


public class XML2AssetEditor : EditorWindow
{
    [MenuItem("Tools/XML2Asset")]
    static void OpenExcelEditorWindow()
    {
        EditorWindow.GetWindow<XML2AssetEditor>();
    }
    /// <summary>
    /// 编辑器模式下拖入asset文件即可序列化
    /// </summary>
    public Strings _string;

    private static Dictionary<string, List<Strings.Param>> staticSheet = new Dictionary<string, List<Strings.Param>>();

    /// <summary>
    /// asset文件保存位置
    /// </summary>
    public string assetsOutputPath = "Assets/Strings.asset";

    /// <summary>
    /// XML文件保存位置
    /// </summary>
    public string xmlReadPath = "Assets/XMLNAssetFiles/XmlStrings.xml";
    
    
    void OnEnable()
    {
        setAssetsFile();
    }

    private void setAssetsFile()
    {
        staticSheet.Clear();
        
        
        foreach (Strings.Sheet item in _string.sheets)
        {
            staticSheet.Add(item.name, item.list);
        }
        
        
    }
    void OnGUI()
    {
        GUILayout.BeginArea(new Rect(0, 0, 200, 50));
        GUILayout.Label("将String.asset导出成XML文件");
        if (GUILayout.Button("导出"))
        {
            WriteXML();
        }
        
        GUILayout.EndArea();
        
        GUILayout.BeginArea(new Rect(0, 50, 200, 50));
        GUILayout.Label("打开导出的XML文件所在文件夹");
        if (GUILayout.Button("打开"))
        {
            Application.OpenURL(Application.dataPath + "/XMLNAssetFiles/");
        }

        GUILayout.EndArea();

        GUILayout.BeginArea(new Rect(0,100, 300, 50));
        GUILayout.Label("修改完XML文件后,保存成string.asset");
        if (GUILayout.Button("保存"))
        {
            ReadXMLToAssets();
        }
        GUILayout.EndArea();
    }
    
    /// <summary>

    /// 读取XML;

    /// </summary>
    public void ReadXMLToAssets()
    {

        Strings stringsInstance = ScriptableObject.CreateInstance<Strings>();
       
        XmlDocument xDoc = new XmlDocument();
        
        xDoc.Load(this.xmlReadPath);

        XmlNode root = xDoc.SelectSingleNode("StringsList");

        for (int i = 0; i < root.ChildNodes.Count; i++)
        {

            string tableName = root.ChildNodes[i].Attributes["Type"].Value;
            Strings.Sheet rawSheet = new Strings.Sheet();
            rawSheet.name = tableName;
            XmlNodeList IDList = root.ChildNodes[i].ChildNodes;
            for (int j = 0; j < IDList.Count; j++)
            {
                XmlElement key = xDoc.GetElementById("");
                Strings.Param para = new Strings.Param();
                para.ID = IDList[j].Attributes["ID"].Value;
                para.Kor = IDList[j].ChildNodes[0].Attributes["Kor"].Value;
                para.Jpn = IDList[j].ChildNodes[1].Attributes["Jpn"].Value;
                para.Eng = IDList[j].ChildNodes[2].Attributes["Eng"].Value;
                para.Ger = IDList[j].ChildNodes[3].Attributes["Ger"].Value;
                para.Rus = IDList[j].ChildNodes[4].Attributes["Rus"].Value;
                para.zhCN = IDList[j].ChildNodes[5].Attributes["zhCN"].Value;
                para.zhTW = IDList[j].ChildNodes[6].Attributes["zhTW"].Value;
                para.Frc = IDList[j].ChildNodes[7].Attributes["Frc"].Value;
                rawSheet.list.Add(para);
            }
            stringsInstance.sheets.Add(rawSheet);
        }
        
        AssetDatabase.CreateAsset(stringsInstance, assetsOutputPath);
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();

    }

    /// <summary>

    /// 写入XML;

    /// </summary>
    public void WriteXML()
    {

        if (staticSheet.Count == 0)
        {
            UnityEngine.Debug.Log("+++ staticSheet.Count== 0" + staticSheet.Count);
            return;
        }
        XmlDocument xDoc = new XmlDocument();

        XmlDeclaration dec = xDoc.CreateXmlDeclaration("1.0", "utf-8", "yes");
        XmlElement root = xDoc.CreateElement("StringsList");
        xDoc.AppendChild(dec);
        xDoc.AppendChild(root);
        foreach (KeyValuePair<string, List<Strings.Param>> typeNIDLocals in staticSheet)
        {
            XmlElement typeName = xDoc.CreateElement("Sheet");
            typeName.SetAttribute("Type", typeNIDLocals.Key);
            root.AppendChild(typeName);
            //UnityEngine.Debug.Log("+++ Key== " + typeNIDLocals.Key);
            
            for (int i = 0; i < typeNIDLocals.Value.Count; i++)
            {
                
                
                XmlElement key = xDoc.CreateElement("ID");
                XmlElement KOR = xDoc.CreateElement("Kor");
                XmlElement JPN = xDoc.CreateElement("Jpn");
                XmlElement ENG = xDoc.CreateElement("Eng");
                XmlElement GER = xDoc.CreateElement("Ger");
                XmlElement RUS = xDoc.CreateElement("Rus");
                XmlElement ZHCN = xDoc.CreateElement("zhCN");
                XmlElement ZHTW = xDoc.CreateElement("zhTW");
                XmlElement FRC = xDoc.CreateElement("Frc");
               
                typeName.AppendChild(key);
                key.AppendChild(KOR);
                key.AppendChild(JPN);
                key.AppendChild(ENG);
                key.AppendChild(GER);
                key.AppendChild(RUS);
                key.AppendChild(ZHCN);
                key.AppendChild(ZHTW);
                key.AppendChild(FRC);
                
                // UnityEngine.Debug.Log("+++ Value== " + typeNIDLocals.Value[i].ID);
                key.SetAttribute("ID", typeNIDLocals.Value[i].ID);
                KOR.SetAttribute("Kor", typeNIDLocals.Value[i].Kor);
                JPN.SetAttribute("Jpn", typeNIDLocals.Value[i].Jpn);
                ENG.SetAttribute("Eng", typeNIDLocals.Value[i].Eng);
                GER.SetAttribute("Ger", typeNIDLocals.Value[i].Ger);
                RUS.SetAttribute("Rus", typeNIDLocals.Value[i].Rus);
                ZHCN.SetAttribute("zhCN", typeNIDLocals.Value[i].zhCN);
                ZHTW.SetAttribute("zhTW", typeNIDLocals.Value[i].zhTW);
                FRC.SetAttribute("Frc", typeNIDLocals.Value[i].Frc);
            }
        }
        xDoc.Save(xmlReadPath);
        AssetDatabase.Refresh();
    }
}

如何使用

  1. 将生成的String.asset文件拖入脚本上序列化
    在这里插入图片描述
  2. 打开自定义窗口进行操作
    在这里插入图片描述
    3.看下效果
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<StringsList>
  <Sheet Type="UI">
    <ID ID="UI0001">
      <Kor Kor="골드" />
      <Jpn Jpn="ゴールド" />
      <Eng Eng="Gold" />
      <Ger Ger="Gold" />
      <Rus Rus="Золото" />
      <zhCN zhCN="金币" />
      <zhTW zhTW="金幣" />
      <Frc Frc="Argent" />
    </ID>
    ...
  </Sheet>
  ...
  </StringsList>
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