json保持模型的位置信息,保持进度功能

公司最近的一个项目 需要保持一个模型,该模型由许多模型拼凑,于是使用json保持所有模型的transform信息  以及父子关系 ,只要使用了litjosn处理 类的信息

定义一个类保持所有信息,定义另一个类保持prefab的信息

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using MiniJSON;
using System.IO;
using LitJson;
using System;
using UnityEngine.SceneManagement;
public class ChildPrefab
{
    public string parent { get; set; }
    public string path { get; set; }
    public string childID { get; set; }
    public string posx { get; set; }
    public string posy { get; set; }
    public string posz { get; set; }
    public string Roax { get; set; }
    public string Roay { get; set; }
    public string Roaz { get; set; }
    public string Scalx { get; set; }
    public string Scaly { get; set; }
    public string Scalz { get; set; }
    public override string ToString()
    {
        return string.Format("parent:{0}",parent);
    }
}
public class GamePrefab
{
    public string title { get; set; }
    public string time { get; set; }
    public string metarial { get; set; }
    public string id { get; set; }
    public string tuceng { get; set; }
    public string tucengID { get; set; }
    private static GamePrefab gp;
    public List<ChildPrefab> childList { get; set; }

    public static GamePrefab GetGP()
    {
        if (gp == null)
            gp = new GamePrefab();
        return gp;
    }
    public static void SetGP(GamePrefab gpparam)
    {
        gp = gpparam;
    }
    public List<ChildPrefab> getList()
    {
        if(childList==null)
        childList = new List<ChildPrefab>();
        return childList;
    }
    public override string ToString()
    {
        return string.Format("tuceng: {0}, time: {1}, id: {2}, SkillList: {3}", tuceng, time, id , childList[0]);
    }
}

public class ConfigLoader : MonoBehaviour
{

    //不同平台下StreamingAssets的路径是不同的,这里需要注意一下。  
    public static readonly string PathURL = Application.dataPath + "/StreamingAssets/";
    static FileStream fs;
    static StreamWriter sw;
    public static ConfigLoader _instance;
    public static ConfigLoader Instance() { return _instance; }
    // Use this for initialization
    void Start()
    {
        if(_instance==null)
        _instance = this;
        //ParseJson();
        //InsertJson();
       // getChildDocument();
        //Test();
    }
    void Test()
    {
        GamePrefab gp = new GamePrefab();
        gp.time = "asdfadf";
        gp.id = "123";
        gp.metarial = "材质";
        gp.title = "提莫";
        gp.tuceng = "这个是图层";
        gp.childList = new List<ChildPrefab>();
        ChildPrefab cp = new ChildPrefab();
        cp.parent = "123123";
        cp.path = "12323";
        gp.childList.Add(cp);
        InsertJson(gp);
    }
    // 解析
    public void ParseJson(string  filename)
    {
        StreamReader sr = File.OpenText(PathURL + filename);
        string input = sr.ReadToEnd();
        sr.Dispose();
        sr.Close();
        GamePrefab jsondata = JsonMapper.ToObject<GamePrefab>(input);
        CakeCtrl.GetSingleton().JsonCreate(jsondata);
    }
   public void InsertJson(GamePrefab  gp)
    {
        Debug.Log(gp+ " ");
        gp.time = DateTime.Now.ToString("MM-dd-HH-mm");
        string json = JsonMapper.ToJson(gp);
        CreateFile(json);
        Debug.Log(json);
    }
    //  写入json
    public void CreateFile(string content)
    {
        string name = DateTime.Now.ToString("MM-dd-HH-mm") + ".json";
        if (File.Exists(PathURL + name))
        {
            File.Delete(PathURL + name);
        }
        fs = new FileStream(PathURL + name, FileMode.OpenOrCreate, FileAccess.Write);
        sw = new StreamWriter(fs);
        sw.Write(content);
        fs.Flush();
        sw.Close();
        sw.Dispose();
        fs.Close();
        fs.Dispose();
    }
    //  获取子文件夹
    //   传出json类
    public void getChildDocumentPrefab(ref GamePrefab[] gp) {

        if (Directory.Exists(PathURL))
        {
            var files = Directory.GetFiles(PathURL, "*.json");
            gp = new GamePrefab[files.Length];
            for (int i=0;i<files.Length;i++ )
            {
                StreamReader sr = File.OpenText(files[i]);
                string input = sr.ReadToEnd();
                sr.Dispose();
                sr.Close();
                GamePrefab jsondata = JsonMapper.ToObject<GamePrefab>(input);
                gp[i] = jsondata;
                //Debug.Log(jsondata + "  "+ input);
            }
                
        }
    }
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.A))
        {
            // ConfigLoader.Instance().InsertJson(GamePrefab.GetGP());
            SystemModel.cakeKind = -1;
            SystemModel.tuCengId = null;
            SystemModel.linMianId = null;
            SystemModel.linMianModel = null;
            SystemModel.peiZiId = "";
            SystemModel.wangWenId = null;
            SceneManager.LoadScene(Application.loadedLevel);
            Guide.GetSingleton().CheckState();
        }
    }
}


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要获取多个模型的加载总进度,您可以使用 Three.js 中的 `THREE.LoadingManager` 类,它可以跟踪多个加载项的进度,并在所有加载项完成加载时触发回调函数。 以下是实现此功能的基本步骤: 1. 创建一个 `THREE.LoadingManager` 实例,并指定要加载的模型数量。 ```javascript var manager = new THREE.LoadingManager(); manager.setURLModifier(function(url) { return url + "?v=" + Date.now(); // 避免缓存 }); var loader = new THREE.JSONLoader(manager); var totalModels = 3; // 假设要加载3个模型 ``` 2. 监听 `onProgress` 事件,以获取每个加载项的进度,计算总进度。 ```javascript var loadedModels = 0; manager.onProgress = function ( item, loaded, total ) { var progress = (loaded / total * 100).toFixed(2); console.log( "Loading progress: " + progress + "%" ); }; ``` 3. 监听 `onLoad` 事件,以判断所有加载项是否都已完成加载,如果是,则触发回调函数。 ```javascript manager.onLoad = function() { console.log( "All models loaded!" ); // 执行回调函数 callback(); }; ``` 完整的代码示例如下: ```javascript var manager = new THREE.LoadingManager(); manager.setURLModifier(function(url) { return url + "?v=" + Date.now(); // 避免缓存 }); var loader = new THREE.JSONLoader(manager); var totalModels = 3; // 假设要加载3个模型 var loadedModels = 0; manager.onProgress = function ( item, loaded, total ) { var progress = (loaded / total * 100).toFixed(2); console.log( "Loading progress: " + progress + "%" ); }; manager.onLoad = function() { console.log( "All models loaded!" ); // 执行回调函数 callback(); }; loader.load( "model1.json", function ( geometry, materials ) { loadedModels++; } ); loader.load( "model2.json", function ( geometry, materials ) { loadedModels++; } ); loader.load( "model3.json", function ( geometry, materials ) { loadedModels++; } ); ``` 希望这个回答能帮到您!
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