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。
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
雨松MOMO 祝大家学习愉快,准备睡觉,安 。欢迎讨论与学习 嘿嘿。