为了,能够动态的将场景加载至游戏中,我们首先需要做的就是,收集并保存场景中游戏对象的位置,旋转,缩放这几个基本的信息。
我们可以将对象信息保存成xml或者json两种格式。
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/RechardTry.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();
}
}
1、在Assets下创建一个StreamingAssets文件夹
2、将场景加入到Build setting中
3、将MyEditor文件放在Assets/Editor下,如果Editor文件不存在,创建一个。
4、创建一个Resources文件夹,然后再在Resources文件夹下创建一个Prefab文件夹,并将场景zhong
所有的对象都变成prefab纺织在Prefab文件夹下。
然后,我们可以利用创建的xml文件或者json文件来恢复我们需要的场景了。
1、新建一个Scene文件,命名为xml或Json
2、在该Scene中新建一个空对象,命名为RecoveryObj。
3、创建xml.cs文件或者json.cs文件并作为RecoveryObj对象的组件。
xml.cs
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(0,200,200),"XML WORLD")) { Application.LoadLevel("JSONScene"); } } }
json.cs如下:
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(); 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),Quaternion.Euler(rot)); ob.transform.localScale = sca; } } } } // Update is called once per frame void Update () { } void OnGUI() { if(GUI.Button(new Rect(0,"JSON WORLD")) { Application.LoadLevel("XMLScene"); } } }原文链接:https://www.f2er.com/xml/299194.html