Unity 数据存储与读取_XML

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIHandler : MonoBehaviour {

    /// <summary>
    /// 通过名字寻找子物体
    /// </summary>
    /// <param name="name"></param>
    /// <returns></returns>
    protected GameObject GetByName(string name)
    {
        Transform[] trans = GetComponentsInChildren<Transform>(true);

        for (int i = 0; i < trans.Length; i++)
        {
            if (trans[i].name == name)
            {
                return trans[i].gameObject;
            }
        }
        return null;

    }
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using UnityEngine;
using UnityEngine.UI;

public class OpretionXml : UIHandler
{

    /// <summary>
    /// xml文件生成的路径
    /// </summary>
    public string filepath;


    /// <summary>
    /// 创建XML文件的按钮
    /// </summary>
    public Button CreateXmlBtn;
    public Button LoadXmlBtn;
    //public Text titleText;
    //public Text priceText;
    //public Text authorText;
    //public Text yearText;
    /// <summary>
    /// 需要显示内容文本
    /// </summary>
    public Text[] InnerText = null;
    /// <summary>
    /// 内容文本的名称
    /// </summary>
    public string[] InnerNames;
    // Use this for initialization
    void Start () {

        //Application.dataPath是本地工程目录下的asset目录
        filepath = Application.dataPath + "/shlock_book.xml";
        Debug.Log(Application.dataPath);
        CreateXmlBtn = GetByName("CreateXmlBtn").GetComponent<Button>();
        LoadXmlBtn = GetByName("LoadXmlBtn").GetComponent<Button>();
        CreateXmlBtn.onClick.AddListener(OnCreatXmlClick);
        LoadXmlBtn.onClick.AddListener(OnLoadXXmlClick);
        //titleText = GetByName("titleText").GetComponent<Text>();
        //priceText = GetByName("priceText").GetComponent<Text>();
        //authorText = GetByName("authorText").GetComponent<Text>();
        //yearText = GetByName("yearText").GetComponent<Text>();
        InnerNames = new string[] { "titleText", "priceText", "authorText", "yearText" };
        InnerText = new Text[4];
        for (int i = 0; i < InnerText.Length; i++)
        {
            InnerText[i] = GetByName(InnerNames[i]).GetComponent<Text>();
        }

        //CreatXmlBtn = transform.Find("CreatXmlBtn").GetComponent<Button>();

	}

  

    // Update is called once per frame
    void Update () {
		
	}
    private void OnLoadXXmlClick()
    {
        //xml文件类
        XmlDocument xmlDoc = new XmlDocument();
        //读取该路径的文件
        xmlDoc.Load(filepath);
        //获取节点
        XmlNode node = xmlDoc.SelectSingleNode("bookstore").SelectSingleNode("book") ;
        Debug.Log(node);

        for (int i = 0; i < node.ChildNodes.Count; i++)
        {
            InnerText[i].text = node.ChildNodes[i].InnerText;
        }

    }
    void OnCreatXmlClick()
    {
        //Xml文件类 该类没有继承MonoBehaviour
        XmlDocument xmlDoc = new XmlDocument();
        //创建根元素
        XmlElement root = xmlDoc.CreateElement("bookstore");
        //创建book节点
        XmlElement book = xmlDoc.CreateElement("book");
        //创建title节点
        XmlElement title = xmlDoc.CreateElement("title");
        //创建author节点
        XmlElement author = xmlDoc.CreateElement("author");        
        //创建year节点
        XmlElement year = xmlDoc.CreateElement("year");
        //创建price节点
        XmlElement price = xmlDoc.CreateElement("price");
        //设置book节点的属性  categroy种类
        book.SetAttribute("categroy", "悬疑");
        //设置title节点的文本
        title.InnerText = "盗墓笔记";
        title.SetAttribute("language", "chinese");
        author.InnerText = "南派三叔";
        year.InnerText = "2007";
        price.InnerText = "30";
        
        //将price节点设置为book子节点
        book.AppendChild(title);
        book.AppendChild(price);
        book.AppendChild(author);
        book.AppendChild(year);
        root.AppendChild(book);
        xmlDoc.AppendChild(root);
        //保存Xml文件到指定路径
        xmlDoc.Save(filepath);
    }

    / <summary>
    / 通过名字寻找子物体
    / </summary>
    / <param name="name"></param>
    / <returns></returns>
    //GameObject GetByName(string name)
    //{
    //    Transform[] trans = GetComponentsInChildren<Transform>(true);

    //    for (int i = 0; i < trans.Length; i++)
    //    {
    //        if (trans[i].name == name)
    //        {
    //            return trans[i].gameObject;
    //        }
    //    }
    //    return null;

    //}
}

在Unity引擎中如何生成本地XML数据?
第一步:引用C#的命名空间  System.Xml
第二步:生成XML文档(XmlDocument 类)
第三步:生成根元素(XmlElement 类)添加给文档对象
第四步:循环生成子元素添加给父元素
第五步:将生成的XML文档保存
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