Unity3D 场景导出成 XML或JSON 并解析还原场景
??
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 </font>using UnityEngine; //遍历所有的游戏对象 foreach (GameObject sceneObject in Object.FindObjectsOfType(typeof(GameObject))) XmlElement transformXmlElement = xmlDocument.CreateElement("transform"); // 位置信息 // 旋转信息 // 缩放信息 transformXmlElement.AppendChild(positionXmlElement); gameObjectXmlElement.AppendChild(transformXmlElement);
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 using UnityEngine; void Awake() this.lblStatus.text = "场景加载中,请稍候。。。"; 然后新建立一个 C# 文件,取名:InitObject.cs,代码如下: 复制代码 using UnityEngine; // 使用 XPATH 获取所有 gameObject 节点 if(positionXmlNode != null && rotationXmlNode != null && scaleXmlNode != 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
(
)
;
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
;
}
}
}
}
// 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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