在unity3D中使用xml的方法总结:
(使用c#)
1.需要引入一些包
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1usingUnityEngine;
2usingSystem;
3usingSystem.Xml;
4usingSystem.Xml.Serialization;
5usingSystem.IO;
6usingSystem.Text;
7usingSystem.Collections;
上面这些应该足够了
2.创建unity3D中的一组数据结构
比如我想要存入某一个物体的运动参数
8publicclass MovementArgument
9{
10 public String Name;
11 public String Tag;
12 public float position_x;
13 public float position_y;
14 public float position_z;
15 public float velocity_x;
16 public float velocity_y;
17 public float velocity_z;
18 }
3.再使用一个类来保存MovementArgument的对象,作为xml数据结构
19 public class UserData
20 {
21 public MovementArgument _iUser
22 public UserData()
23 {
24 _iUser = new MovementArgument();
25 }
26 }
4.创建使用于本数据结构的存储读取过程(在底层的xml操作之上)
读取(其实读取操作与数据结构无关了,可以复用)
27 public void LoadData()
28 {
29 StreamReader r =File.OpenText(_FileLocation+"/"+ _FileName);//_FileLocation是unity3D当前project的路径名,_FileName是xml的文件名。定义为成员变量了
30 //当然,你也可以在前面先判断下要读取的xml文件是否存在
31 String _data=r.ReadLine();
32 myData = DeserializeObject(_data) asUserData;//myData是上面自定义的xml存取过程中要使用的数据结构UserData
33 r.Close();
34 }
存储(参数要根据需要变化)
35 public void SaveData(String sc1,Stringsc2,float sc3,float sc4,float sc5,float sc6,float sc7,float sc7)
36 {
37 tempData._iUser.Name = sc1;//tempData是成员变量,UserData类型
38 tempData._iUser.Tag = sc2;
39 tempData._iUser.position_x = sc3;
40 tempData._iUser.position_y = sc4;
41 tempData._iUser.position_z = sc5;
42 tempData._iUser.direction_x = sc6;
43 tempData._iUser.direction_z = sc7;
44 tempData._iUser.direction_y = sc8;
45
46 StreamWriter writer ;
47 FileInfo t = newFileInfo(_FileLocation+"/"+ _FileName);
48 t.Delete();
49 writer = t.CreateText();
50 String _data = SerializeObject(tempData);//序列化这组数据
51 writer.WriteLine(_data);//写入xml
52 writer.Close();
53 }
5.底层的xml操作
底层xml读写使用.net中的System.xml命名空间中的类和方法,具体可见http://msdn.microsoft.com/zh-cn/library/gg145036.aspx
54 public String UTF8ByteArrayToString(byte[]characters)
55 {
56 UTF8Encoding encoding = new UTF8Encoding();
57 String constructedString =encoding.GetString(characters);
58 return (constructedString);
59 }
60
61 public byte[] StringToUTF8ByteArray(StringpXmlString)
62 {
63 UTF8Encoding encoding = new UTF8Encoding();
64 byte []byteArray =encoding.GetBytes(pXmlString);
65 return byteArray;
66 }
67
68 // Here we serialize our UserData object ofmyData
69 public String SerializeObject(object pObject)
70 {
71 String XmlizedString = "";
72 MemoryStream memoryStream = new MemoryStream();
73 XmlSerializer xs = newXmlSerializer(typeof(UserData));
74 XmlTextWriter xmlTextWriter = newXmlTextWriter(memoryStream,Encoding.UTF8);
75 xs.Serialize(xmlTextWriter,pObject);
76 memoryStream =(MemoryStream)xmlTextWriter.BaseStream; // (MemoryStream)
77 XmlizedString =UTF8ByteArrayToString(memoryStream.ToArray());
78 return XmlizedString;
79 }
80
81 // Here we deserialize it back into its originalform
82 public object DeserializeObject(StringpXmlizedString)
83 {
84 XmlSerializer xs = newXmlSerializer(typeof(UserData));
85 MemoryStream memoryStream = newMemoryStream(StringToUTF8ByteArray(pXmlizedString));
86 XmlTextWriter xmlTextWriter = newXmlTextWriter(memoryStream,248)">87 return xs.Deserialize(memoryStream);