将场景导出XML或JSON并且解析还原场景

 导出Unity场景的所有游戏对象信息,一种是XML一种是JSON。本篇文章我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。然后解析刚刚导出的XML或JSON通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,如下图所示这是我刚刚在官网上下载的一个范例程序。

 

 

          接着将层次视图中的所有游戏对象都封装成Prefab保存在资源路径中,这里注意一下如果你的Prefab绑定的脚本中有public Object 的话 ,需要在代码中改一下。。用 Find() FindTag()这类方法在脚本中Awake()方法中来拿,不然Prefab动态加载的时候无法赋值的,如下图所示,我把封装的Prefab对象都放在了Resources/Prefab文件夹下。

 

OK,现在我们就需要编写我们的导出工具、在Project视图中创建Editor文件夹,接着创建脚本MyEditor 。如下图所示。

 

因为编辑的游戏场景数量比较多,导出的时候我们需要遍历所有的游戏场景,一个一个的读取场景信息。然后取得游戏场景中所有游戏对象的Prefab的 名称 旋转 缩放 平移。有关XML的使用请大家看我的上一篇文章: 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。

 MyEditor.cs
001 using UnityEngine;
002 using System.Collections;
003 using UnityEditor;
004 using System.Collections.Generic;
005 using System.Xml;
006 using System.IO;
007 using System.Text;
008 using LitJson;
009 public class MyEditor : Editor
010 {
011     //将所有游戏场景导出为XML格式
012     [MenuItem ("GameObject/ExportXML")]
013     static void ExportXML ()
014     {
015         string filepath = Application.dataPath + @"/StreamingAssets/my.xml";
016         if(!File.Exists (filepath))
017         {
018             File.Delete(filepath);
019         }
020         XmlDocument xmlDoc = new XmlDocument();
021         XmlElement root = xmlDoc.CreateElement("gameObjects");
022         //遍历所有的游戏场景
023         foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes)
024         {
025             //当关卡启用
026             if (S.enabled)
027             {
028                 //得到关卡的名称
029                 string name = S.path;
030                 //打开这个关卡
031                 EditorApplication.OpenScene(name);
032                 XmlElement scenes = xmlDoc.CreateElement("scenes");
033                 scenes.SetAttribute("name",name);
034                 foreach (GameObject obj in Object.FindObjectsOfType(typeof(GameObject)))
035                 {
036                     if (obj.transform.parent == null)
037                     {
038                          XmlElement gameObject = xmlDoc.CreateElement("gameObjects");
039                          gameObject.SetAttribute("name",obj.name);
040  
041                          gameObject.SetAttribute("asset",obj.name + ".prefab");
042                          XmlElement transform = xmlDoc.CreateElement("transform");
043                          XmlElement position = xmlDoc.CreateElement("position");
044                          XmlElement position_x = xmlDoc.CreateElement("x");
045                          position_x.InnerText = obj.transform.position.x+"";
046                          XmlElement position_y = xmlDoc.CreateElement("y");
047                          position_y.InnerText = obj.transform.position.y+"";
048                          XmlElement position_z = xmlDoc.CreateElement("z");
049                          position_z.InnerText = obj.transform.position.z+"";
050                          position.AppendChild(position_x);
051                          position.AppendChild(position_y);
052                          position.AppendChild(position_z);
053  
054                          XmlElement rotation = xmlDoc.CreateElement("rotation");
055                          XmlElement rotation_x = xmlDoc.CreateElement("x");
056                          rotation_x.InnerText = obj.transform.rotation.eulerAngles.x+"";
057                          XmlElement rotation_y = xmlDoc.CreateElement("y");
058                          rotation_y.InnerText = obj.transform.rotation.eulerAngles.y+"";
059                          XmlElement rotation_z = xmlDoc.CreateElement("z");
060                          rotation_z.InnerText = obj.transform.rotation.eulerAngles.z+"";
061                          rotation.AppendChild(rotation_x);
062                          rotation.AppendChild(rotation_y);
063                          rotation.AppendChild(rotation_z);
064  
065                          XmlElement scale = xmlDoc.CreateElement("scale");
066                          XmlElement scale_x = xmlDoc.CreateElement("x");
067                          scale_x.InnerText = obj.transform.localScale.x+"";
068                          XmlElement scale_y = xmlDoc.CreateElement("y");
069                          scale_y.InnerText = obj.transform.localScale.y+"";
070                          XmlElement scale_z = xmlDoc.CreateElement("z");
071                          scale_z.InnerText = obj.transform.localScale.z+"";
072  
073                          scale.AppendChild(scale_x);
074                          scale.AppendChild(scale_y);
075                          scale.AppendChild(scale_z);
076  
077                          transform.AppendChild(position);
078                          transform.AppendChild(rotation);
079                          transform.AppendChild(scale); 
080  
081                          gameObject.AppendChild(transform);
082                          scenes.AppendChild(gameObject);
083                          root.AppendChild(scenes);
084                          xmlDoc.AppendChild(root);
085                          xmlDoc.Save(filepath);
086  
087                     }
088                 }
089             }
090         }
091         //刷新Project视图, 不然需要手动刷新哦
092          AssetDatabase.Refresh();
093     }
094  
095     //将所有游戏场景导出为JSON格式
096     [MenuItem ("GameObject/ExportJSON")]
097     static void ExportJSON ()
098     {
099         string filepath = Application.dataPath + @"/StreamingAssets/json.txt";
100         FileInfo t = new FileInfo(filepath);
101         if(!File.Exists (filepath))
102         {
103             File.Delete(filepath);
104         }
105         StreamWriter sw = t.CreateText();
106  
107         StringBuilder sb = new StringBuilder ();
108         JsonWriter writer = new JsonWriter (sb);
109         writer.WriteObjectStart ();
110         writer.WritePropertyName ("GameObjects");
111         writer.WriteArrayStart ();
112  
113         foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes)
114         {
115             if (S.enabled)
116             {
117                 string name = S.path;
118                 EditorApplication.OpenScene(name);
119                 writer.WriteObjectStart();
120                 writer.WritePropertyName("scenes");
121                 writer.WriteArrayStart ();
122                 writer.WriteObjectStart();
123                 writer.WritePropertyName("name");
124                 writer.Write(name);
125                 writer.WritePropertyName("gameObject");
126                 writer.WriteArrayStart ();
127  
128                 foreach (GameObject obj in Object.FindObjectsOfType(typeof(GameObject)))
129                 {
130                     if (obj.transform.parent == null)
131                     {
132                         writer.WriteObjectStart();
133                         writer.WritePropertyName("name");
134                         writer.Write(obj.name);
135  
136                         writer.WritePropertyName("position");
137                         writer.WriteArrayStart ();
138                         writer.WriteObjectStart();
139                         writer.WritePropertyName("x");
140                         writer.Write(obj.transform.position.x.ToString("F5"));
141                         writer.WritePropertyName("y");
142                         writer.Write(obj.transform.position.y.ToString("F5"));
143                         writer.WritePropertyName("z");
144                         writer.Write(obj.transform.position.z.ToString("F5"));
145                         writer.WriteObjectEnd();
146                         writer.WriteArrayEnd();
147  
148                         writer.WritePropertyName("rotation");
149                         writer.WriteArrayStart ();
150                         writer.WriteObjectStart();
151                         writer.WritePropertyName("x");
152                         writer.Write(obj.transform.rotation.eulerAngles.x.ToString("F5"));
153                         writer.WritePropertyName("y");
154                         writer.Write(obj.transform.rotation.eulerAngles.y.ToString("F5"));
155                         writer.WritePropertyName("z");
156                         writer.Write(obj.transform.rotation.eulerAngles.z.ToString("F5"));
157                         writer.WriteObjectEnd();
158                         writer.WriteArrayEnd();
159  
160                         writer.WritePropertyName("scale");
161                         writer.WriteArrayStart ();
162                         writer.WriteObjectStart();
163                         writer.WritePropertyName("x");
164                         writer.Write(obj.transform.localScale.x.ToString("F5"));
165                         writer.WritePropertyName("y");
166                         writer.Write(obj.transform.localScale.y.ToString("F5"));
167                         writer.WritePropertyName("z");
168                         writer.Write(obj.transform.localScale.z.ToString("F5"));
169                         writer.WriteObjectEnd();
170                         writer.WriteArrayEnd();
171  
172                         writer.WriteObjectEnd();
173                     }
174                 }
175  
176                 writer.WriteArrayEnd();
177                 writer.WriteObjectEnd();
178                 writer.WriteArrayEnd();
179                 writer.WriteObjectEnd();
180             }
181         }
182         writer.WriteArrayEnd();
183         writer.WriteObjectEnd ();
184  
185         sw.WriteLine(sb.ToString());
186         sw.Close();
187         sw.Dispose();
188         AssetDatabase.Refresh();
189     }
190 }

 

OK。此时我们就可以导出游戏场景的信息拉,注意游戏场景的需要现在Project Setting 中注册。点击 GameObject – > Export    XML 和 GameObject – > ExportJson 菜单项即可开始生成。

 

 

如下图所示,场景导出完毕后,会将xml 与Json 文件保存在StreamingAssets路径下,放在这里的原因是方便移动平台移植,因为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一样的。一定要放在这里喔。

 

 

接着,我继续创建两个游戏场景,一个用来解析XML的场景,一个用来解析JSON的场景。 

XML场景中,创建一个空的游戏对象,把XML.cs挂上去。

001 using UnityEngine;
002 using System.Collections;
003 using System.Xml;
004 using System.IO;
005 public class XML : MonoBehaviour {
006  
007     // Use this for initialization
008     void Start ()
009     {
010  
011 //电脑和iphong上的路径是不一样的,这里用标签判断一下。
012 #if UNITY_EDITOR
013         string filepath = Application.dataPath +"/StreamingAssets"+"/my.xml";
014 #elif UNITY_IPHONE
015       string filepath = Application.dataPath +"/Raw"+"/my.xml";
016 #endif
017         //如果文件存在话开始解析。
018         if(File.Exists (filepath))
019         {
020             XmlDocument xmlDoc = new XmlDocument();
021             xmlDoc.Load(filepath);
022             XmlNodeList nodeList=xmlDoc.SelectSingleNode("gameObjects").ChildNodes;
023             foreach(XmlElement scene  in nodeList)
024             {
025                 //因为我的XML是把所有游戏对象全部导出, 所以这里判断一下只解析需要的场景中的游戏对象
026                 //JSON和它的原理类似
027                 if(!scene.GetAttribute("name").Equals("Assets/StarTrooper.unity"))
028                 {
029                     continue;
030                 }
031  
032                 foreach(XmlElement gameObjects in scene.ChildNodes)
033                 {
034  
035                     string asset = "Prefab/" + gameObjects.GetAttribute("name");
036                     Vector3 pos = Vector3.zero;
037                     Vector3 rot = Vector3.zero;
038                     Vector3 sca = Vector3.zero;
039                     foreach(XmlElement transform in gameObjects.ChildNodes)
040                     {
041                         foreach(XmlElement prs in transform.ChildNodes)
042                         {
043                             if(prs.Name == "position")
044                             {
045                                 foreach(XmlElement position in prs.ChildNodes)
046                                 {
047                                     switch(position.Name)
048                                     {
049                                     case "x":
050                                         pos.x = float.Parse(position.InnerText);
051                                         break;
052                                     case "y":
053                                         pos.y = float.Parse(position.InnerText);
054                                         break;
055                                     case "z":
056                                         pos.z = float.Parse(position.InnerText);
057                                         break;
058                                 }
059                             }
060                         }else if(prs.Name == "rotation")
061                         {
062                             foreach(XmlElement rotation in prs.ChildNodes)
063                             {
064                                 switch(rotation.Name)
065                                 {
066                                 case "x":
067                                     rot.x = float.Parse(rotation.InnerText);
068                                     break;
069                                 case "y":
070                                     rot.y = float.Parse(rotation.InnerText);
071                                     break;
072                                 case "z":
073                                     rot.z = float.Parse(rotation.InnerText);
074                                     break;
075                                 }
076                             }
077                         }else if(prs.Name == "scale")
078                         {
079                             foreach(XmlElement scale in prs.ChildNodes)
080                             {
081                                 switch(scale.Name)
082                                 {
083                                 case "x":
084                                     sca.x = float.Parse(scale.InnerText);
085                                     break;
086                                 case "y":
087                                     sca.y = float.Parse(scale.InnerText);
088                                     break;
089                                 case "z":
090                                     sca.z = float.Parse(scale.InnerText);
091                                     break;
092                                 }
093                             }
094                         }
095                     }
096  
097                     //拿到 旋转 缩放 平移 以后克隆新游戏对象
098                     GameObject ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot));
099                     ob.transform.localScale = sca;
100  
101                     }
102             }
103             }
104         }
105     }
106  
107     // Update is called once per frame
108     void Update ()
109     {
110  
111     }
112  
113     void OnGUI()
114     {
115         if(GUI.Button(new Rect(0,0,200,200),"XML WORLD"))
116         {
117             Application.LoadLevel("JSONScene");
118         }
119  
120     }
121  
122 }

 

接着JSON场景中,创建一个空的游戏对象,把JSON.cs挂上去。

01 using UnityEngine;
02 using System.Collections;
03 using System.IO;
04 using LitJson;
05  
06 public class JSON : MonoBehaviour {
07  
08     // Use this for initialization
09     void Start ()
10     {
11 #if UNITY_EDITOR
12       string filepath = Application.dataPath +"/StreamingAssets"+"/json.txt";
13 #elif UNITY_IPHONE
14       string filepath = Application.dataPath +"/Raw"+"/json.txt";
15 #endif 
16  
17         StreamReader sr  = File.OpenText(filepath);
18         string  strLine = sr.ReadToEnd();
19        JsonData jd = JsonMapper.ToObject(strLine);
20        JsonData gameObjectArray = jd["GameObjects"];
21         int i,j,k;
22         for (i = 0; i < gameObjectArray.Count; i++)
23         {
24            JsonData senseArray = gameObjectArray[i]["scenes"];
25            for (j = 0; j < senseArray.Count; j++)
26            {
27                 string sceneName = (string)senseArray[j]["name"];
28                 if(!sceneName.Equals("Assets/StarTrooper.unity"))
29                 {
30                     continue;
31                 }
32                 JsonData gameObjects = senseArray[j]["gameObject"];
33  
34                 for (k = 0; k < gameObjects.Count; k++)
35                 {
36                     string objectName = (string)gameObjects[k]["name"];
37                     string asset = "Prefab/" + objectName;
38                     Vector3 pos = Vector3.zero;
39                     Vector3 rot = Vector3.zero;
40                     Vector3 sca = Vector3.zero;
41  
42                     JsonData position = gameObjects[k]["position"];
43                     JsonData rotation = gameObjects[k]["rotation"];
44                     JsonData scale = gameObjects[k]["scale"];
45  
46                     pos.x = float.Parse((string)position[0]["x"]);
47                     pos.y = float.Parse((string)position[0]["y"]);
48                     pos.z = float.Parse((string)position[0]["z"]);
49  
50                     rot.x = float.Parse((string)rotation[0]["x"]);
51                     rot.y = float.Parse((string)rotation[0]["y"]);
52                     rot.z = float.Parse((string)rotation[0]["z"]);
53  
54                     sca.x = float.Parse((string)scale[0]["x"]);
55                     sca.y = float.Parse((string)scale[0]["y"]);
56                     sca.z = float.Parse((string)scale[0]["z"]);
57  
58                     GameObject ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot));
59                     ob.transform.localScale = sca;
60  
61                 }
62  
63            }
64         }
65  
66     }
67  
68     // Update is called once per frame
69     void Update () {
70  
71     }
72  
73     void OnGUI()
74     {
75         if(GUI.Button(new Rect(0,0,200,200),"JSON WORLD"))
76         {
77             Application.LoadLevel("XMLScene");
78         }
79  
80     }
81  
82 }

 

本例XML和JSON的解析与还原场景,在IOS真实设备上测试通过。

 

 

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

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