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:
</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:
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:
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。