using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
using System.IO;
using UnityEditor;
using UnityEditorInternal;
using System;
using System.Reflection;
using System.Text;
public class ReadXML : Editor {
[MenuItem("Tools/程序/读取XML # a s")]
static void LoadSplitXML()
{
List<LayerData> allData=new List<LayerData>();
string path =Application.streamingAssetsPath + "/" + "test_apla.xml";
XmlDocument xmlDoc = new XmlDocument();
xmlDoc.Load(path);
XmlElement rootElem = xmlDoc.DocumentElement;
//Debug.Log(rootElem.Name);
for (int i = 0; i < rootElem.ChildNodes.Count; ++i){
XmlNode textureLayer=rootElem.ChildNodes[0];
//Debug.Log(textureLayer.Name);
for(int j=0;j<textureLayer.ChildNodes.Count;j++){
XmlNode layerChild=textureLayer.ChildNodes[j];
Debug.Log(layerChild.Name);
LayerData data=new LayerData();
for(int m=0;m<layerChild.ChildNodes.Count;m++){
Debug.Log(layerChild.ChildNodes[m].Name);
if(layerChild.ChildNodes[m].Name=="name")data.name=layerChild.ChildNodes[m].InnerText;
if(layerChild.ChildNodes[m].Name=="Path")data.Path=layerChild.ChildNodes[m].InnerText;
if(layerChild.ChildNodes[m].Name=="Posx")data.Posx=float.Parse(layerChild.ChildNodes[m].InnerText);
if(layerChild.ChildNodes[m].Name=="Posy")data.Posy=float.Parse(layerChild.ChildNodes[m].InnerText);
}
allData.Add(data);
}
}
for(int i=0;i<allData.Count;i++){
Debug.Log(allData[i].Path);
Debug.Log(allData[i].name);
Debug.Log(allData[i].Posx);
Debug.Log(allData[i].Posy);
}
}
}
public class LayerData{
public string name;
public string Path;
public float Posx;
public float Posy;
}
下面是XML文件
<?xml version="1.0" encoding="utf-8"?>
<PSScene>
<Layers>
<Layer>
<name>Layer 1</name>
<Path>Group 5/Group 4/Group 3/Group 2/Group 1/Layer 1</Path>
<Posx>-33</Posx>
<Posy>38</Posy>
</Layer>
<Layer>
<name>my channel</name>
<Path>Group 5/Group 4/Group 3/Group 2/Group 1/my channel</Path>
<Posx>44</Posx>
<Posy>41.5</Posy>
</Layer>
<Layer>
<name>my layer</name>
<Path>Group 5/Group 4/Group 3/Group 2/Group 1/my layer</Path>
<Posx>0</Posx>
<Posy>1.5</Posy>
</Layer>
<Layer>
<name>my channel copy</name>
<Path>my channel copy</Path>
<Posx>-43</Posx>
<Posy>-51.5</Posy>
</Layer>
<Layer>
<name>my layer copy</name>
<Path>my layer copy</Path>
<Posx>46</Posx>
<Posy>-51.5</Posy>
</Layer>
</Layers>
</PSScene>
如果节点处为属性则代码为这样
XmlNode actionNode = list.ChildNodes[i];
lieBiao.name=actionNode.Name;
XmlAttribute guodu = actionNode.Attributes["guodu"];
lieBiao.guodu=int.Parse(guodu.InnerText);
Debug.Log(guodu.InnerText);
XmlAttribute miaoshu = actionNode.Attributes["miaoshu"];
lieBiao.miaoshu=miaoshu.InnerText;