Unity内置的JsonUtility类解析Json文件
注意:右上角的两个按钮功能还没实现,保存和读档也不是特别难相信再看博客的你已经会做了。
这个是要解析的json表自己随便写的凑合用吧能实现效果就行了
{
“DaraItem”:
[
{
“Name”: “盖伦”,
“Hp”: [ 100, 200, 500 ],
“Mp”: [ 200, 300, 400 ],
“Skill”: [
{
“Name”: “Q技能”,
“type”: “追击”,
“mp”: [ 10, 20, 30 ],
“CD”: [ 1, 3, 5 ]
},
{
“Name”: “W技能”,
“type”: “护甲”,
“mp”: [ 10, 20, 30 ],
“CD”: [ 1, 7, 3 ]
},
{
“Name”: “E技能”,
“type”: “旋转”,
“mp”: [ 10, 20, 30 ],
“CD”: [ 10, 9, 1 ]
},
{
“Name”: “R技能”,
“type”: “制裁”,
“mp”: [ 10, 20, 30 ],
“CD”: [ 100, 70, 10 ]
}
]
},
{
“Name”: “赵信”,
“Hp”: [ 150, 250, 550 ],
“Mp”: [ 250, 350, 450 ],
“Skill”: [
{
“Name”: “Q技能”,
“type”: “鸣枪”,
“mp”: [ 3, 2, 1 ],
“CD”: [ 3, 2, 0 ]
},
{
“Name”: “W技能”,
“type”: “冲锋”,
“mp”: [ 30, 50, 100 ],
“CD”: [ 5, 7, 10 ]
},
{
“Name”: “E技能”,
“type”: “七进七出”,
“mp”: [ 200, 400, 800 ],
“CD”: [ 120, 100, 800 ]
},
{
“Name”: “R技能”,
“type”: “一打九”,
“mp”: [ 1000, 800, 500 ],
“CD”: [ 6000, 5000, 0 ]
}
]
}
]
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
[Serializable]
public class DaraItem
{
/// <summary>
/// 盖伦
/// </summary>
public string Name;
/// <summary>
///
/// </summary>
public List<int> Hp;
/// <summary>
///
/// </summary>
public List<int> Mp;
/// <summary>
///
/// </summary>
public List<SkillItem> Skill;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
[Serializable]
public class SkillItem
{
/// <summary>
/// Q技能
/// </summary>
public string Name;
/// <summary>
/// 追击
/// </summary>
public string type;
/// <summary>
///
/// </summary>
public List<int> mp;
/// <summary>
///
/// </summary>
public List<int> CD;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
//用Unity自带的json解析集合必须添加这个标签
[Serializable]
public class Root_UnityJosn
{
public List<DaraItem> DaraItem;
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.IO;
//存
//string json = JsonUtility.ToJson(Path);
//取
//Player player = JsonUtility.FromJson<Player>(json);
public class JsonUnityDemo : MonoBehaviour
{
public InputField _input;
public Button Btn_ChaXun;
public Button Btn_BaoChun;
public Button Btn_DuDang;
public Text text0;
public Text text1;
public Text text2;
public Text text3;
public Text text4;
Root_UnityJosn r;
void Start ()
{
/// <summary>
/// json文档路径
/// </summary>
string Path = Application.dataPath + "/SceneDataDemo/Json/Unity集成JsonDemo/StreamingAssets/JsonUnityDemo.json";
string str = File.ReadAllText(Path);
r = JsonUtility.FromJson<Root_UnityJosn>(str);
Btn_ChaXun.onClick.AddListener(ChaXunClick);
}
void ChaXunClick()
{
if (_input.text!="")
{
foreach (var item in r.DaraItem)
{
if (_input.text == item.Name)
{
for (int a = 0; a < item.Hp.Count; a++)
{
//血量
text0.text = "名字:"+item.Name+"\n"+"Hp:"+ item.Hp[0]+"\n"+"Mp:"+item.Mp[0];
}
for (int i = 0; i < item.Skill.Count; i++)
{
for (int j = 0; j < item.Skill[2].mp.Count; j++)
{
//技能名与类型
//技能消耗
text1.text = "名称:" + item.Skill[0].Name + "\n" + "类型:" + item.Skill[0].type + "\n" + "Mp:" + item.Skill[0].mp[0] + "\n" + "CD:" + item.Skill[0].CD[0];
text2.text = "名称:" + item.Skill[1].Name + "\n" + "类型:" + item.Skill[1].type + "\n" + "Mp:" + item.Skill[1].mp[0] + "\n" + "CD:" + item.Skill[1].CD[0];
text3.text = "名称:" + item.Skill[2].Name + "\n" + "类型:" + item.Skill[2].type + "\n" + "Mp:" + item.Skill[2].mp[0] + "\n" + "CD:" + item.Skill[2].CD[0];
text4.text = "名称:" + item.Skill[3].Name + "\n" + "类型:" + item.Skill[3].type + "\n" + "Mp:" + item.Skill[3].mp[0] + "\n" + "CD:" + item.Skill[3].CD[0];
}
}
}
}
}
}
}