1、 导出Unity场景所有游戏对象信息,一种是XML一种是JSON。本篇文章咱们把游戏场景中游戏对象、旋转、缩放、平移与Prefab名称导出在XML与JSON中。然后解析刚刚导出XML或JSON通过脚本把导出游戏场景还原。在Unity官网上下载随便下载一种demo Project,如下图所示这是我刚刚在官网上下载一种范例程序。 接着将层次视图中所有游戏对象都封装成Prefab保存在资源途径中,这里注意一下如果你Prefab绑定脚本中有public Object 话 ,需要在代码中改一下。用 Find() FindTag()此类办法在脚本中Awake()办法中来拿,否则Prefab动态加载时候无法
2、赋值,如下图所示,我把封装Prefab对象都放在了Resources/Prefab文献夹下。 OK,当前咱们就需要编写咱们导出工具、在Project视图中创立Editor文献夹,接着创立脚本MyEditor 。如下图所示。 由于编辑游戏场景数量比较多,导出时候咱们需要遍历所有游戏场景,一种一种读取场景信息。然后获得游戏场景中所有游戏对象Prefab 名称 旋转 缩放 平移。关于XML使用请人们看我上一篇文章: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某些,嘿嘿。MyEditor.csC#123456789101112131415161718192021
3、222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147
4、148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190using UnityEngine;using System.Collections;using UnityEditor;using System.Collections.Generic;using System.Xml;using System.IO;using System.Text;using LitJson;public class
5、 MyEditor :Editor/将所有游戏场景导出为XML格式MenuItem (GameObject/ExportXML)static void ExportXML ()string filepath = Application.dataPath + /StreamingAssets/my.xml;if(!File.Exists (filepath)File.Delete(filepath);XmlDocument xmlDoc = new XmlDocument();XmlElement root = xmlDoc.CreateElement(gameObjects);/遍历所有游戏场
6、景foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes) /当关卡启用if (S.enabled) /得到关卡名称string name = S.path;/打开这个关卡EditorApplication.OpenScene(name);XmlElement scenes = xmlDoc.CreateElement(scenes);scenes.SetAttribute(name,name);foreach (GameObject obj in Object.Find
7、ObjectsOfType(typeof(GameObject) if (obj.transform.parent = null) XmlElement gameObject = xmlDoc.CreateElement(gameObjects);gameObject.SetAttribute(name,obj.name);gameObject.SetAttribute(asset,obj.name + .prefab);XmlElement transform = xmlDoc.CreateElement(transform);XmlElement position = xmlDoc.Cre
8、ateElement(position);XmlElement position_x = xmlDoc.CreateElement(x);position_x.InnerText = obj.transform.position.x+; XmlElement position_y = xmlDoc.CreateElement(y);position_y.InnerText = obj.transform.position.y+;XmlElement position_z = xmlDoc.CreateElement(z);position_z.InnerText = obj.transform
9、.position.z+;position.AppendChild(position_x);position.AppendChild(position_y);position.AppendChild(position_z);XmlElement rotation = xmlDoc.CreateElement(rotation);XmlElement rotation_x = xmlDoc.CreateElement(x);rotation_x.InnerText = obj.transform.rotation.eulerAngles.x+; XmlElement rotation_y = x
10、mlDoc.CreateElement(y);rotation_y.InnerText = obj.transform.rotation.eulerAngles.y+;XmlElement rotation_z = xmlDoc.CreateElement(z);rotation_z.InnerText = obj.transform.rotation.eulerAngles.z+;rotation.AppendChild(rotation_x);rotation.AppendChild(rotation_y);rotation.AppendChild(rotation_z);XmlEleme
11、nt scale = xmlDoc.CreateElement(scale);XmlElement scale_x = xmlDoc.CreateElement(x);scale_x.InnerText = obj.transform.localScale.x+; XmlElement scale_y = xmlDoc.CreateElement(y);scale_y.InnerText = obj.transform.localScale.y+;XmlElement scale_z = xmlDoc.CreateElement(z);scale_z.InnerText = obj.trans
12、form.localScale.z+;scale.AppendChild(scale_x);scale.AppendChild(scale_y);scale.AppendChild(scale_z);transform.AppendChild(position);transform.AppendChild(rotation);transform.AppendChild(scale);gameObject.AppendChild(transform); scenes.AppendChild(gameObject);root.AppendChild(scenes); xmlDoc.AppendCh
13、ild(root); xmlDoc.Save(filepath); /刷新Project视图, 否则需要手动刷新哦AssetDatabase.Refresh();/将所有游戏场景导出为JSON格式MenuItem (GameObject/ExportJSON)static void ExportJSON ()string filepath = Application.dataPath + /StreamingAssets/json.txt; FileInfo t = new FileInfo(filepath);if(!File.Exists (filepath)File.Delete(fil
14、epath);StreamWriter sw = t.CreateText();StringBuilder sb = new StringBuilder ();JsonWriter writer = new JsonWriter (sb);writer.WriteObjectStart ();writer.WritePropertyName (GameObjects);writer.WriteArrayStart ();foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scene
15、s)if (S.enabled)string name = S.path;EditorApplication.OpenScene(name);writer.WriteObjectStart();writer.WritePropertyName(scenes);writer.WriteArrayStart ();writer.WriteObjectStart();writer.WritePropertyName(name);writer.Write(name);writer.WritePropertyName(gameObject);writer.WriteArrayStart ();forea
16、ch (GameObject obj in Object.FindObjectsOfType(typeof(GameObject) if (obj.transform.parent = null) writer.WriteObjectStart();writer.WritePropertyName(name);writer.Write(obj.name);writer.WritePropertyName(position);writer.WriteArrayStart ();writer.WriteObjectStart();writer.WritePropertyName(x);writer
17、.Write(obj.transform.position.x.ToString(F5);writer.WritePropertyName(y);writer.Write(obj.transform.position.y.ToString(F5);writer.WritePropertyName(z);writer.Write(obj.transform.position.z.ToString(F5);writer.WriteObjectEnd();writer.WriteArrayEnd();writer.WritePropertyName(rotation);writer.WriteArr
18、ayStart ();writer.WriteObjectStart();writer.WritePropertyName(x);writer.Write(obj.transform.rotation.eulerAngles.x.ToString(F5);writer.WritePropertyName(y);writer.Write(obj.transform.rotation.eulerAngles.y.ToString(F5);writer.WritePropertyName(z);writer.Write(obj.transform.rotation.eulerAngles.z.ToS
19、tring(F5);writer.WriteObjectEnd();writer.WriteArrayEnd();writer.WritePropertyName(scale);writer.WriteArrayStart ();writer.WriteObjectStart();writer.WritePropertyName(x);writer.Write(obj.transform.localScale.x.ToString(F5);writer.WritePropertyName(y);writer.Write(obj.transform.localScale.y.ToString(F
20、5);writer.WritePropertyName(z);writer.Write(obj.transform.localScale.z.ToString(F5);writer.WriteObjectEnd();writer.WriteArrayEnd();writer.WriteObjectEnd();writer.WriteArrayEnd();writer.WriteObjectEnd();writer.WriteArrayEnd();writer.WriteObjectEnd();writer.WriteArrayEnd();writer.WriteObjectEnd ();sw.
21、WriteLine(sb.ToString();sw.Close();sw.Dispose();AssetDatabase.Refresh(); 此时咱们就可以导出游戏场景信息拉,注意游戏场景需要当前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 文献保存在StreamingAssets途径下,放在这里因素是以便移动平台移植,由于它们属于二进制文献,移动平台在读取二进制文献途径是不同样。一定要放在这里喔。接着,我继续创立两个游戏场景
22、,一种用来解析XML场景,一种用来解析JSON场景。XML场景中,创立一种空游戏对象,把XML.cs挂上去。C#1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171
23、18119120121122using UnityEngine;using System.Collections;using System.Xml;using System.IO;public class XML :MonoBehaviour / Use this for initializationvoid Start ()/电脑和iphong上途径是不同样,这里用标签判断一下。#if UNITY_EDITORstring filepath = Application.dataPath +/StreamingAssets+/my.xml;#elif UNITY_IPHONEstring fi
24、lepath = Application.dataPath +/Raw+/my.xml;#endif/如果文献存在话开始解析。if(File.Exists (filepath)XmlDocument xmlDoc = new XmlDocument();xmlDoc.Load(filepath);XmlNodeList nodeList=xmlDoc.SelectSingleNode(gameObjects).ChildNodes;foreach(XmlElement scenein nodeList)/由于我XML是把所有游戏对象所有导出, 因此这里判断一下只解析需要场景中游戏对象/JSON
25、和它原理类似if(!scene.GetAttribute(name).Equals(Assets/StarTrooper.unity)continue;foreach(XmlElement gameObjects in scene.ChildNodes)string asset = Prefab/ + gameObjects.GetAttribute(name);Vector3 pos = Vector3.zero;Vector3 rot = Vector3.zero;Vector3 sca = Vector3.zero;foreach(XmlElement transform in game
26、Objects.ChildNodes)foreach(XmlElement prs in transform.ChildNodes)if(prs.Name = position)foreach(XmlElement position in prs.ChildNodes)switch(position.Name)case x:pos.x = float.Parse(position.InnerText);break;case y:pos.y = float.Parse(position.InnerText);break;case z:pos.z = float.Parse(position.In
27、nerText);break;else if(prs.Name = rotation)foreach(XmlElement rotation in prs.ChildNodes)switch(rotation.Name)case x:rot.x = float.Parse(rotation.InnerText);break;case y:rot.y = float.Parse(rotation.InnerText);break;case z:rot.z = float.Parse(rotation.InnerText);break;else if(prs.Name = scale)foreac
28、h(XmlElement scale in prs.ChildNodes)switch(scale.Name)case x:sca.x = float.Parse(scale.InnerText);break;case y:sca.y = float.Parse(scale.InnerText);break;case z:sca.z = float.Parse(scale.InnerText);break;/拿到 旋转 缩放 平移 后来克隆新游戏对象GameObject ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quatern
29、ion.Euler(rot);ob.transform.localScale = sca;/ Update is called once per framevoid Update ()void OnGUI()if(GUI.Button(new Rect(0,0,200,200),XML WORLD)Application.LoadLevel(JSONScene);接着JSON场景中,创立一种空游戏对象,把JSON.cs挂上去。C#12345678910111213141516171819202122232425262728293031323334353637383940414243444546
30、474849505152535455565758596061626364656667686970717273747576777879808182using UnityEngine;using System.Collections;using System.IO;using LitJson;public class JSON :MonoBehaviour / Use this for initializationvoid Start ()#if UNITY_EDITORstring filepath = Application.dataPath +/StreamingAssets+/json.t
31、xt;#elif UNITY_IPHONEstring filepath = Application.dataPath +/Raw+/json.txt;#endif StreamReader sr= File.OpenText(filepath);stringstrLine = sr.ReadToEnd(); JsonData jd = JsonMapper.ToObject(strLine); JsonData gameObjectArray = jdGameObjects;int i,j,k;for (i = 0;i gameObjectArray.Count;i+) JsonData s
32、enseArray = gameObjectArrayiscenes; for (j = 0;j senseArray.Count;j+) string sceneName = (string)senseArrayjname;if(!sceneName.Equals(Assets/StarTrooper.unity)continue;JsonData gameObjects = senseArrayjgameObject;for (k = 0;k gameObjects.Count;k+)string objectName = (string)gameObjectskname;string a
33、sset = Prefab/ + objectName;Vector3 pos = Vector3.zero;Vector3 rot = Vector3.zero;Vector3 sca = Vector3.zero;JsonData position = gameObjectskposition;JsonData rotation = gameObjectskrotation;JsonData scale = gameObjectskscale;pos.x = float.Parse(string)position0x);pos.y = float.Parse(string)position
34、0y);pos.z = float.Parse(string)position0z);rot.x = float.Parse(string)rotation0x);rot.y = float.Parse(string)rotation0y);rot.z = float.Parse(string)rotation0z);sca.x = float.Parse(string)scale0x);sca.y = float.Parse(string)scale0y);sca.z = float.Parse(string)scale0z);GameObject ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot);ob.transform.localScale = sca; / Update is called once per framevoid Update () void OnGUI()if(GUI.Button(new Rect(0,0,200,200),JSON WORLD)Application.LoadLevel(XMLScene);
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