Unity3D 场景导出成 XML或JSON 并解析还原场景

前端之家收集整理的这篇文章主要介绍了Unity3D 场景导出成 XML或JSON 并解析还原场景前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。


为了尽可能加快从网络加载场景,我们通常可以把场景先导出成 XML,把优先级高的资源优先加载并显示(地形等),把可以进入场景之后再加载的对象放到最后(比如场景里面的怪物等)导出场景部分在原作者的代码基础进行了优化,并且整理成了更加方便,容易使用的类库。

接着我们编写把场景打包成 XML 的代码,取名 ExportSceneToXml.cs,我在此基础上面进行了优化,全部代码如下:

复制代码

代码如下:

</font>using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using System.IO;
using System.Text;
public class ExportSceneToXml : Editor
{
[MenuItem("Assets/Export Scene To XML From Selection")]
static void ExportXML()
{
string path = EditorUtility.SaveFilePanel ("Save Resource","","New Resource","xml");
if (path.Length != 0)
{
Object[] selectedAssetList = Selection.GetFiltered (typeof(Object),SelectionMode.DeepAssets);

//遍历所有的游戏对象
foreach (Object selectObject in selectedAssetList)
{
// 场景名称
string sceneName = selectObject.name;
// 场景路径
string scenePath = AssetDatabase.GetAssetPath(selectObject);
// 场景文件
//string xmlPath = path; //Application.dataPath + "/AssetBundles/Prefab/Scenes/" + sceneName + ".xml";
// 如果存在场景文件删除
if(File.Exists(path)) File.Delete(path);
// 打开这个关卡
EditorApplication.OpenScene(scenePath);
XmlDocument xmlDocument = new XmlDocument();
// 创建XML属性
XmlDeclaration xmlDeclaration = xmlDocument.CreateXmlDeclaration("1.0","utf-8",null);
xmlDocument.AppendChild(xmlDeclaration);
// 创建XML根标志
XmlElement rootXmlElement = xmlDocument.CreateElement("root");
// 创建场景标志
XmlElement sceneXmlElement = xmlDocument.CreateElement("scene");
sceneXmlElement.SetAttribute("sceneName",sceneName);

foreach (GameObject sceneObject in Object.FindObjectsOfType(typeof(GameObject)))
{
// 如果对象是激活状态
if (sceneObject.transform.parent == null && sceneObject.activeSelf)
{
// 判断是否是预设
if(PrefabUtility.GetPrefabType(sceneObject) == PrefabType.PrefabInstance)
{
// 获取引用预设对象
Object prefabObject = EditorUtility.GetPrefabParent(sceneObject);
if(prefabObject != null)
{
XmlElement gameObjectXmlElement = xmlDocument.CreateElement("gameObject");
gameObjectXmlElement.SetAttribute("objectName",sceneObject.name);
gameObjectXmlElement.SetAttribute("objectAsset",prefabObject.name);

XmlElement transformXmlElement = xmlDocument.CreateElement("transform");

// 位置信息
XmlElement positionXmlElement = xmlDocument.CreateElement("position");
positionXmlElement.SetAttribute("x",sceneObject.transform.position.x.ToString());
positionXmlElement.SetAttribute("y",sceneObject.transform.position.y.ToString());
positionXmlElement.SetAttribute("z",sceneObject.transform.position.z.ToString());

// 旋转信息
XmlElement rotationXmlElement = xmlDocument.CreateElement("rotation");
rotationXmlElement.SetAttribute("x",sceneObject.transform.rotation.eulerAngles.x.ToString());
rotationXmlElement.SetAttribute("y",sceneObject.transform.rotation.eulerAngles.y.ToString());
rotationXmlElement.SetAttribute("z",sceneObject.transform.rotation.eulerAngles.z.ToString());

// 缩放信息
XmlElement scaleXmlElement = xmlDocument.CreateElement("scale");
scaleXmlElement.SetAttribute("x",sceneObject.transform.localScale.x.ToString());
scaleXmlElement.SetAttribute("y",sceneObject.transform.localScale.y.ToString());
scaleXmlElement.SetAttribute("z",sceneObject.transform.localScale.z.ToString());

transformXmlElement.AppendChild(positionXmlElement);
transformXmlElement.AppendChild(rotationXmlElement);
transformXmlElement.AppendChild(scaleXmlElement);

gameObjectXmlElement.AppendChild(transformXmlElement);
sceneXmlElement.AppendChild(gameObjectXmlElement);
}
}
}
}
rootXmlElement.AppendChild(sceneXmlElement);
xmlDocument.AppendChild(rootXmlElement);
// 保存场景数据
xmlDocument.Save(path);
// 刷新Project视图
AssetDatabase.Refresh();
}
}
}
}


下面我们来看如何还原场景,有了 XML,我们解析 XML 就可以了,资源的加载可以看这篇文章(查看详情),加载场景以及预设资源(assetbundle)的代码如下:

复制代码

代码如下:

using UnityEngine;
using System.Collections.Generic;
public class LoaderScene : MonoBehavIoUr
{
public UiSlider progressBar;
public UILabel lblStatus;
private string scenePath;

void Awake()
{
string prefabPath = "file:///" + Application.dataPath + "/Assets/{0}.assetbundle";
this.scenePath = "file:///" + Application.dataPath + "/Assets/MainScene.unity3d";
IList<WwwLoaderPath> pathList = new List<WwwLoaderPath> ();
pathList.Add (new WwwLoaderPath (this.scenePath,Random.Range (0,100),WwwLoaderTypeEnum.UNITY_3D));
pathList.Add (new WwwLoaderPath (string.Format(prefabPath,"Lights"),WwwLoaderTypeEnum.ASSET_BUNDLE));
pathList.Add (new WwwLoaderPath (string.Format(prefabPath,"Particles"),"PhysicsCube"),"Player"),"Stamps"),"Statics"),"Terrain"),"Trees"),WwwLoaderTypeEnum.ASSET_BUNDLE));

this.lblStatus.text = "场景加载中,请稍候。。。";
WwwLoaderManager.instance.Loader (pathList,onLoaderProgress,onLoaderComplete,"MainScene");
}
private void onLoaderProgress(string path,float currentValue,float totalValue)
{
this.progressBar.value = currentValue;
}
private void onLoaderComplete()
{
this.lblStatus.text = "场景正在初始化,请等待。。。";
Application.LoadLevelAsync("MainScene");
}
}

然后新建立一个 C# 文件,取名:InitObject.cs,代码如下:

复制代码

代码如下:

using UnityEngine;
using System.Collections;
using System.Xml;
public class InitObject : MonoBehavIoUr
{
void Awake()
{
string xmlPath = Application.dataPath + "/Assets/MainScene.xml";
string prefabPath = "file:///" + Application.dataPath + "/Assets/{0}.assetbundle";
XmlDocument xmlDocument = new XmlDocument();
xmlDocument.Load (xmlPath);

// 使用 XPATH 获取所有 gameObject 节点
XmlNodeList xmlNodeList = xmlDocument.SelectNodes("//gameObject");
foreach(XmlNode xmlNode in xmlNodeList)
{
string gameObjectName = xmlNode.Attributes["objectName"].Value;
string prefabName = xmlNode.Attributes["objectAsset"].Value;
AssetBundle assetBundle = WwwDataManager.instance.GetDataAssetBundle(string.Format(prefabPath,prefabName));
if(assetBundle != null)
{
GameObject assetObject = (GameObject)assetBundle.Load(prefabName,typeof(GameObject));
if(assetObject != null)
{
GameObject gameObject = (GameObject)Instantiate(assetObject);
// 使用 XPATH 获取 位置、旋转、缩放数据
XmlNode positionXmlNode = xmlNode.SelectSingleNode("descendant::position");
XmlNode rotationXmlNode = xmlNode.SelectSingleNode("descendant::rotation");
XmlNode scaleXmlNode = xmlNode.SelectSingleNode("descendant::scale");

if(positionXmlNode != null && rotationXmlNode != null && scaleXmlNode != null)
{
gameObject.transform.position = new Vector3(float.Parse(positionXmlNode.Attributes["x"].Value),float.Parse(positionXmlNode.Attributes["y"].Value),float.Parse(positionXmlNode.Attributes["z"].Value));
gameObject.transform.rotation = Quaternion.Euler(new Vector3(float.Parse(rotationXmlNode.Attributes["x"].Value),float.Parse(rotationXmlNode.Attributes["y"].Value),float.Parse(rotationXmlNode.Attributes["z"].Value)));
gameObject.transform.localScale = new Vector3(float.Parse(scaleXmlNode.Attributes["x"].Value),float.Parse(scaleXmlNode.Attributes["y"].Value),float.Parse(scaleXmlNode.Attributes["z"].Value));
}
}
// 卸载引用的加载资源,释放内存
assetBundle.Unload(false);
}
}
xmlDocument = null;
}
}


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。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。

using UnityEngine ;
using System . Collections ;
using UnityEditor ;
using System . Collections . Generic ;
using System . Xml ;
using System . IO ;
using System . Text ;
using LitJson ;
public class 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" ) ;
//遍历所有的游戏场景
foreach ( UnityEditor . EditorBuildSettingsScene S in UnityEditor . EditorBuildSettings . scenes )
{
//当关卡启用
if ( S . enabled )
{
//得到关卡的名称
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 . FindObjectsOfType ( 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 . CreateElement ( "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 . 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 = xmlDoc . 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 ) ;
XmlElement 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 . transform . 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 . AppendChild ( root ) ;
xmlDoc . Save ( filepath ) ;
}
}
}
}
//刷新Project视图, 不然需要手动刷新哦
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 ( filepath ) ;
}
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 . scenes )
{
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 ( ) ;
foreach ( 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 . 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 . WriteArrayStart ( ) ;
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 . ToString ( "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 ( "F5" ) ) ;
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 . WriteLine ( sb . ToString ( ) ) ;
sw . Close ( ) ;
sw . Dispose ( ) ;
AssetDatabase . Refresh ( ) ;
}
}

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。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。

using UnityEngine ;
using System . Collections ;
using System . Xml ;
using System . IO ;
public class XML : MonoBehavIoUr {
// Use this for initialization
void Start ( )
{
//电脑和iphong上的路径是不一样的,这里用标签判断一下。
#if UNITY_EDITOR
string filepath = Application . dataPath + "/StreamingAssets" + "/my.xml" ;
#elif UNITY_IPHONE
string filepath = Application . dataPath + "/Raw" + "/my.xml" ;
#endif
//如果文件存在话开始解析。
if ( File . Exists ( filepath ) )
{
XmlDocument xmlDoc = new XmlDocument ( ) ;
xmlDoc . Load ( filepath ) ;
XmlNodeList nodeList = xmlDoc . SelectSingleNode ( "gameObjects" ) . ChildNodes ;
foreach ( XmlElement scene in nodeList )
{
//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
//JSON和它的原理类似
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 gameObjects . 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 . InnerText ) ;
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" )
{
foreach ( 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 以后克隆新游戏对象
GameObject ob = ( GameObject ) Instantiate ( Resources . Load ( asset ) , pos , Quaternion . Euler ( rot ) ) ;
ob . transform . localScale = sca ;
}
}
}
}
}
// Update is called once per frame
void Update ( )
{
}
void OnGUI ( )
{
if ( GUI . Button ( new Rect ( 0 , 0 , 200 , 200 ) , "XML WORLD" ) )
{
Application . LoadLevel ( "JSONScene" ) ;
}
}
}
接着JSON场景中,创建一个空的游戏对象,把JSON.cs挂上去。
using UnityEngine ;
using System . Collections ;
using System . IO ;
using LitJson ;
public class JSON : MonoBehavIoUr {
// Use this for initialization
void Start ( )
{
#if UNITY_EDITOR
string filepath = Application . dataPath + "/StreamingAssets" + "/json.txt" ;
#elif UNITY_IPHONE
string filepath = Application . dataPath + "/Raw" + "/json.txt" ;
#endif
StreamReader sr = File . OpenText ( filepath ) ;
string strLine = sr . ReadToEnd ( ) ;
@H_404_5592@ JsonData jd = JsonMapper . ToObject ( strLine ) ;
JsonData gameObjectArray = jd [ "GameObjects" ] ;
int i , j , k ;
for ( i = 0 ; i < gameObjectArray . Count ; i ++ )
{
JsonData senseArray = gameObjectArray [ i ] [ "scenes" ] ;
for ( j = 0 ; j < senseArray . Count ; j ++ )
{
string sceneName = ( string ) senseArray [ j ] [ "name" ] ;
if ( ! sceneName . Equals ( "Assets/StarTrooper.unity" ) )
{
continue ;
}
JsonData gameObjects = senseArray [ j ] [ "gameObject" ] ;
for ( k = 0 ; k < gameObjects . Count ; k ++ )
{
string objectName = ( string ) gameObjects [ k ] [ "name" ] ;
string asset = "Prefab/" + objectName ;
Vector3 pos = Vector3 . zero ;
Vector3 rot = Vector3 . zero ;
Vector3 sca = Vector3 . zero ;
JsonData position = gameObjects [ k ] [ "position" ] ;
JsonData rotation = gameObjects [ k ] [ "rotation" ] ;
JsonData scale = gameObjects [ k ] [ "scale" ] ;
pos . x = float . Parse ( ( string ) position [ 0 ] [ "x" ] ) ;
pos . y = float . Parse ( ( string ) position [ 0 ] [ "y" ] ) ;
pos . z = float . Parse ( ( string ) position [ 0 ] [ "z" ] ) ;
rot . x = float . Parse ( ( string ) rotation [ 0 ] [ "x" ] ) ;
rot . y = float . Parse ( ( string ) rotation [ 0 ] [ "y" ] ) ;
rot . z = float . Parse ( ( string ) rotation [ 0 ] [ "z" ] ) ;
sca . x = float . Parse ( ( string ) scale [ 0 ] [ "x" ] ) ;
sca . y = float . Parse ( ( string ) scale [ 0 ] [ "y" ] ) ;
sca . z = float . Parse ( ( string ) scale [ 0 ] [ "z" ] ) ;
GameObject ob = ( GameObject ) Instantiate ( Resources . Load ( asset ) , pos , Quaternion . Euler ( rot ) ) ;
ob . transform . localScale = sca ;
@H_502_6718@ }
}
}
}
// Update is called once per frame
void Update ( ) {
}
void OnGUI ( )
{
if ( GUI . Button ( new Rect ( 0 , 0 , 200 , 200 ) , "JSON WORLD" ) )
{
Application . LoadLevel ( "XMLScene" ) ;
}
}
}
客户端与服务器的交互,使用JSON 和XML会感觉数据量太大,影响效率。最后使用二进制的方式来完成。如下图所示,使用二进制可以把空间节省到803K ,是不是很不错呢? 下面我们开始学习如何制作吧。导出场景时增加导出二进制文件选项,代码如下。

[MenuItem ("GameObject/BINARY")]

static void XMLJSONTOBinary ( )
{
string filepath = Application . dataPath + @"/StreamingAssets/binary.txt" ;
if ( File . Exists ( filepath ) )
{
File . Delete ( filepath ) ;
}
FileStream fs = new FileStream ( filepath , FileMode . Create ) ;
BinaryWriter bw = new BinaryWriter ( fs ) ;
foreach ( UnityEditor . EditorBuildSettingsScene S in UnityEditor . EditorBuildSettings . scenes )
{
if ( S . enabled )
{
string name = S . path ;
EditorApplication . OpenScene ( name ) ;
foreach ( GameObject obj in Object . FindObjectsOfType ( typeof ( GameObject ) ) )
{
if ( obj . transform . parent == null )
{
//注解 直接写入字符串
bw . Write ( name ) ;
bw . Write ( obj . name ) ;
short posx = ( short ) ( obj . transform . position . x * 100 ) ;



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bw . Write ( posx ) ;
bw . Write ( ( short ) ( obj . transform . position . y * 100.0f ) ) ;
bw . Write ( ( short ) ( obj . transform . position . z * 100.0f ) ) ;
bw . Write ( ( short ) ( obj . transform . rotation . eulerAngles . x * 100.0f ) ) ;
bw . Write ( ( short ) ( obj . transform . rotation . eulerAngles . y * 100.0f ) ) ;
bw . Write ( ( short ) ( obj . transform . rotation . eulerAngles . z * 100.0f ) ) ;
bw . Write ( ( short ) ( obj . transform . localScale . x * 100.0f ) ) ;
bw . Write ( ( short ) ( obj . transform . localScale . y * 100.0f ) ) ;
bw . Write ( ( short ) ( obj . transform . localScale . z * 100.0f ) ) ;
}
}
}
}
bw . Flush ( ) ;
bw . Close ( ) ;
fs . Close ( ) ;
}

注解

在写入二进制数据时用到的核心类就是BinaryWriter ,Binary是二进制的意思 ,可见操作二进制写入就用BinaryWriter了。 常用的数据类型会分配固定的字节数量,假设BinaryWriter 写入一个short 那么就占2字节,写一个 int 就占4字节,如果是数组的话需要数组类型字节长度在乘以数组长度。

byte:一个字节(8位)
short:两个字节(16位)
int:四个字节(32位)(一个字长)
long:八个字节(64位)
float:四个字节(32位)
double:八个字节(64位)

然后在说说string,字符串它并不是标准的数据类型,它是一个对象 object 那么它的字节长度就是可变的。开始我也在string 上纠结了一小会儿。还有BinaryWriter 在写入string 的时候会现将字符串的长度以byte的形式储存,然后在储存字符串的字节长度。那么在解析字符串的时候需要先解析字符串长度,然后在根据长度取得后面对应长度的字节数组,再把这个字节数组转换成string就行啦。还有,上面我用的是short x 100 其实上为了节省长度, 因为short是2字节,float是4字节。我在解析的时候用short 在除以100 就可以 换算成float拉。

然后我们在看看解析的代码,写入的时候我们用的是BinaryWriter 那么读取的时候应该是BinaryReader。



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using UnityEngine ;
@H_301_8295@ using System . Collections ;
using System . IO ;
using System . Text ;
using System ;
public class Binary : MonoBehavIoUr
{
void Start ( )
{
string filepath = Application . dataPath + @"/StreamingAssets/binary.txt" ;
if ( File . Exists ( filepath ) )
{
FileStream fs = new FileStream ( filepath , FileMode . Open ) ;
BinaryReader br = new BinaryReader ( fs ) ;
int index = 0 ;
//将二进制字节流全部读取在这个byte数组当中
//ReadBytes传递的参数是一个长度,也就是流的长度
byte [ ] tempall = br . ReadBytes ( ( int ) fs . Length ) ;
//开始解析这个字节数组
while ( true )
{
//当超过流长度,跳出循环
if ( index >= tempall . Length )
{
break ;
}
//得到第一个byte 也就是得到字符串的长度
int scenelength = tempall [ index ] ;
byte [ ] sceneName = new byte [ scenelength ] ;
index += 1 ;
//根据长度拷贝出对应长度的字节数组
System . Array . Copy ( tempall , index , sceneName , 0 , sceneName . Length ) ;
//然后把字节数组对应转换成字符串
string sname = System . Text . Encoding . Default . GetString ( sceneName ) ;
//这里和上面原理一样就不赘述
int objectLength = tempall [ index + sceneName . Length ] ;
byte [ ] objectName = new byte [ objectLength ] ;
index += sceneName . Length + 1 ;
System . Array . Copy ( tempall , objectName , objectName . Length ) ;
string oname = System . Text . Encoding . Default . GetString ( objectName ) ;
//下面就是拿short 每一个short的长度是2字节。
index += objectName . Length ;
byte [ ] posx = new byte [ 2 ] ;
System . Array . Copy ( tempall , posx , posx . Length ) ;
//取得对应的数值 然后 除以100 就是float拉。
float x = System . BitConverter . ToInt16 ( posx , 0 ) / 100.0f ;
//下面都差不多
index += posx . Length ;
byte [ ] posy = new byte [ 2 ] ;
System . Array . Copy ( tempall , posy , posy . Length ) ;
float y = System . BitConverter . ToInt16 ( posy , 0 ) / 100.0f ;
index += posy . Length ;
byte [ ] posz = new byte [ 2 ] ;
System . Array . Copy ( tempall , posz , posz . Length ) ;
float z = System . BitConverter . ToInt16 ( posz , 0 ) / 100.0f ;
index += posz . Length ;
byte [ ] rotx = new byte [ 2 ] ;
System . Array . Copy ( tempall , rotx , rotx . Length ) ;
float rx = System . BitConverter . ToInt16 ( rotx , 0 ) / 100.0f ;
index += rotx . Length ;
byte [ ] roty = new byte [ 2 ] ;
System . Array . Copy ( tempall , roty , roty . Length ) ;
float ry = System . BitConverter . ToInt16 ( roty , 0 ) / 100.0f ;
index += roty . Length ;
byte [ ] rotz = new byte [ 2 ] ;
System . Array . Copy ( tempall , rotz , rotz . Length ) ;
float rz = System . BitConverter . ToInt16 ( rotz , 0 ) / 100.0f ;
index += rotz . Length ;
byte [ ] scax = new byte [ 2 ] ;
System . Array . Copy ( tempall , scax , scax . Length ) ;
float sx = System . BitConverter . ToInt16 ( scax , 0 ) / 100.0f ;
index += scax . Length ;
byte [ ] scay = new byte [ 2 ] ;
System . Array . Copy ( tempall , scay , scay . Length ) ;
float sy = System . BitConverter . ToInt16 ( scay , 0 ) / 100.0f ;
index += scay . Length ;
byte [ ] scaz = new byte [ 2 ] ;
System . Array . Copy ( tempall , scaz , scaz . Length ) ;
float sz = System . BitConverter . ToInt16 ( scaz , 0 ) / 100.0f ;
index += scaz . Length ;
if ( sname . Equals ( "Assets/StarTrooper.unity" ) )
{
//最后在这里把场景生成出来
string asset = "Prefab/" + oname ;
Vector3 pos = new Vector3 ( x , y , z ) ;
Vector3 rot = new Vector3 ( rx , ry , rz ) ;
Vector3 sca = new Vector3 ( sx , sy , sz ) ;
GameObject ob = ( GameObject ) Instantiate ( Resources . Load ( asset ) , pos , Quaternion . Euler ( rot ) ) ;
ob . transform . localScale = sca ;
}
}
}
}
// Update is called once per frame
void Update ( )
{
}
}
另外还有一种方式也可以实现动态增加建立场景,使用.unity 来实现场景的加载,

首先,你需要一个编辑器文件,放在editor文件夹下。注意,这个文件不可以继承自monobehavIoUr

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public class BuildSceneEditor {
[ @ MenuItem ( "build/BuildWebplayerStreamed" ) ]
static void Build ( ) {
string [ ] levels = new string [ ] { "Assets/Level1.unity" , "Assets/Level2.unity" } ;
BuildPipeline . BuildStreamedSceneAssetBundle ( levels , "streamed.unity3d" , BuildTarget . WebPlayer ) ;
}
}

这样,在你的unity编辑器上出现了一个按钮,你执行这个按钮,则会在你的Assets同级目录下出现你build好的streamed.unity3d文件,你把这个文件放在服务器上,下面一步就是下载这个文件并build了。

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WWW download = WWW . LoadFromCacheOrDownload ( "http://xxx/streamed.unity3d" , 0 ) ;
yield return download ;
Application . LoadLevel ( "Level1" ) ;




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