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(转)Unity 导出XML配置文件,动态加载场景

时间:2015-12-20 19:20:23      阅读:297      评论:0      收藏:0      [点我收藏+]

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参考:http://www.xuanyusong.com/archives/1919

http://www.omuying.com/article/48.aspx
 
主要功能:
1.导出场景的配置文件
2.导出当前场景中资源的AssetBundle
3.客户端从服务器获取配置文件
4.解析配置文件,并根据配置文件下载AssetBundle
5.实例化并还原场景
 
1.场景设置:将需要导出的场景资源设置为预设
 
2.将场景配置导出为XML文件
 

[code]csharpcode:

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("objectAssetURL",  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();
			}
		}
	}
}

导出结果参考:

[code]xmlcode:

<?xml version="1.0" encoding="utf-8"?>
<root>
  <scene sceneName="DongTaiJiaZaiTest">
    <gameObject objectName="Box" objectAssetURL="Box">
      <transform>
        <position x="-1.293883" y="-0.07" z="1.41" />
        <rotation x="270" y="0" z="0" />
        <scale x="1" y="1" z="1" />
      </transform>
    </gameObject>
    <gameObject objectName="meinv" objectAssetURL="meinv">
      <transform>
        <position x="-1.75" y="1.36" z="11.28" />
        <rotation x="0" y="97.43578" z="0" />
        <scale x="1.09" y="1.09" z="1.09" />
      </transform>
    </gameObject>
    <gameObject objectName="Envirment" objectAssetURL="Envirment">
      <transform>
        <position x="0" y="0" z="0" />
        <rotation x="0" y="0" z="0" />
        <scale x="1" y="1" z="1" />
      </transform>
    </gameObject>
    <gameObject objectName="RigidBodyFPSController" objectAssetURL="RigidBodyFPSController">
      <transform>
        <position x="4.89" y="1.46" z="0.87" />
        <rotation x="0" y="253.2478" z="0" />
        <scale x="1" y="1" z="1" />
      </transform>
    </gameObject>
    <gameObject objectName="Sphere" objectAssetURL="Sphere">
      <transform>
        <position x="-2.63" y="3.28" z="-3.95" />
        <rotation x="270" y="0" z="0" />
        <scale x="1" y="1" z="1" />
      </transform>
    </gameObject>
  </scene>
</root>

3.将预设打包为AssetBundle,并上传到服务器
打包Assetbundle编辑器脚本:

[code]csharpcode:

using UnityEngine;
using System.Collections;
using UnityEditor;

public class Test : Editor
{

    [MenuItem("Custom Editor/Create AssetBunldes Main For Android")]
    static void CreateAssetBunldesMainForAndroid()
    {
        //获取在Project视图中选择的所有游戏对象
        Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);

        //遍历所有的游戏对象
        foreach (Object obj in SelectedAsset)
        {
            //本地测试:建议最后将Assetbundle放在StreamingAssets文件夹下,如果没有就创建一个,因为移动平台下只能读取这个路径
            //StreamingAssets是只读路径,不能写入
            //服务器下载:就不需要放在这里,服务器上客户端用www类进行下载。
            string targetPath = Application.dataPath + "/StreamingAssets/" + obj.name + "Android" + ".assetbundle";
            if (BuildPipeline.BuildAssetBundle(obj, null, targetPath, BuildAssetBundleOptions.CollectDependencies, BuildTarget.Android))
            {
                Debug.Log(obj.name + "资源打包成功");
            }
            else
            {
                Debug.Log(obj.name + "资源打包失败");
            }
        }
        //刷新编辑器
        AssetDatabase.Refresh();

    }
    [MenuItem("Custom Editor/Create AssetBunldes Main For iPhone")]
    static void CreateAssetBunldesMainForiPhone()
    {
        //获取在Project视图中选择的所有游戏对象
        Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
        //遍历所有的游戏对象
        foreach (Object obj in SelectedAsset)
        {
            string targetPath = Application.dataPath + "/StreamingAssets/" + obj.name + "iPhone" + ".assetbundle";
            if (BuildPipeline.BuildAssetBundle(obj, null, targetPath, BuildAssetBundleOptions.CollectDependencies, BuildTarget.iPhone))
            {
                Debug.Log(obj.name + "资源打包成功");
            }
            else
            {
                Debug.Log(obj.name + "资源打包失败");
            }
        }
        //刷新编辑器
        AssetDatabase.Refresh();

    }

    [MenuItem("Custom Editor/Create AssetBunldes ALL For Android")]
    static void CreateAssetBunldesALLForAndroid()
    {

        Caching.CleanCache();
        string Path = Application.dataPath + "/StreamingAssets/ALLAndroid.assetbundle";
        Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
        foreach (Object obj in SelectedAsset)
        {
            Debug.Log("Create AssetBunldes name :" + obj);
        }

        //这里注意第二个参数就行
        if (BuildPipeline.BuildAssetBundle(null, SelectedAsset, Path, BuildAssetBundleOptions.CollectDependencies, BuildTarget.Android))
        {
            AssetDatabase.Refresh();
        }
        else
        {

        }
    }
    [MenuItem("Custom Editor/Create AssetBunldes ALL For iPhone")]
    static void CreateAssetBunldesALLForiPhone()
    {

        Caching.CleanCache();


        string Path = Application.dataPath + "/StreamingAssets/ALLiPhone.assetbundle";


        Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);

        foreach (Object obj in SelectedAsset)
        {
            Debug.Log("Create AssetBunldes name :" + obj);
        }

        //这里注意第二个参数就行
        if (BuildPipeline.BuildAssetBundle(null, SelectedAsset, Path, BuildAssetBundleOptions.CollectDependencies, BuildTarget.iPhone))
        {
            AssetDatabase.Refresh();
        }
        else
        {

        }
    }
    [MenuItem("Custom Editor/Create Scene For Android")]
    static void CreateSceneALLForAndroid()
    {
        Caching.CleanCache();
        Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
        foreach (Object obj in SelectedAsset)
        {
            string Path = Application.dataPath + "/StreamingAssets/" + obj.name + "Android" + ".unity3d";
            string[] levels = { @"Assets/Scenes/ExportedScene/" + obj.name + ".unity" };
            BuildPipeline.BuildPlayer(levels, Path, BuildTarget.Android, BuildOptions.BuildAdditionalStreamedScenes);
            Debug.Log("Craete Scene" + Path + "Complete!!");
        }
        AssetDatabase.Refresh();
    }

    [MenuItem("Custom Editor/Create Scene For iPhone")]
    static void CreateSceneALLForiPhone()
    {
        Caching.CleanCache();
        Object[] SelectedAsset = Selection.GetFiltered(typeof(Object), SelectionMode.DeepAssets);
        foreach (Object obj in SelectedAsset)
        {
            string Path = Application.dataPath + "/StreamingAssets/" + obj.name + "iPhone" + ".unity3d";
            string[] levels = { @"Assets/Scenes/ExportedScene/" + obj.name + ".unity" };
            BuildPipeline.BuildPlayer(levels, Path, BuildTarget.iPhone, BuildOptions.BuildAdditionalStreamedScenes);
            Debug.Log("Craete Scene" + Path + "Complete!!");
        }
        AssetDatabase.Refresh();
    }

}
 
4.将服务器的路径修改到XML配置文件中,并将XML上传到服务器
 
5.在Unity客户端下载XML并解析,下载并实例化对应的资源

[code]csharpcode:

using UnityEngine;
using System.Collections;
using System.IO;
using System.Collections.Generic;
using System.Xml;

public class GetXMLDoc : MonoBehaviour
{

	string filePath;
	public string XMLDocURL = "http://************.xml";

	void Awake ()
	{
		filePath = Application.persistentDataPath + "/XMLDoc1028.xml";
		if (File.Exists (filePath)) {
			File.Delete (filePath);
		}
		WWW www = new WWW (XMLDocURL);
		StartCoroutine (DownloadXMLDoc (www));

	}

	IEnumerator DownloadXMLDoc (WWW www)
	{
		yield return www;
		if (www.isDone) {
			Debug.Log ("WWW is done");
			byte[] bts = www.bytes;
			int length = bts.Length;
			CreateXMLDoc (filePath, bts, length);
		}

	}

	void CreateXMLDoc (string path, byte[] info, int lenth)
	{
		Debug.Log ("Start to create XML");
		Stream sw;
		FileInfo t = new FileInfo (path);
		if (!t.Exists) {
			sw = t.Create ();

		} else {
			return;
		}
		sw.Write (info, 0, lenth);
		sw.Close ();
		sw.Dispose ();
		Debug.Log ("XML create sucess");
		LoadScene ();
//        下载完毕之后可以读取并进行实例化了
	}

	void LoadScene ()
	{
		Debug.Log ("开始加载");
		if (File.Exists (filePath)) {
			XmlDocument xmlDoc = new XmlDocument ();
			xmlDoc.Load (filePath);
			XmlNodeList nodeList = xmlDoc.SelectSingleNode ("root").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) {
//                    取得资源地址
					string assetRUL = gameObjects.GetAttribute ("objectAssetURL");
					string assetName = gameObjects.GetAttribute ("objectName");
					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") {

								pos.x = float.Parse(prs.GetAttribute("x"));
								pos.y = float.Parse(prs.GetAttribute("y"));
								pos.z = float.Parse(prs.GetAttribute("z"));

//								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") {

								rot.x = float.Parse (prs.GetAttribute("x"));
								rot.y = float.Parse(prs.GetAttribute("y"));
								rot.z = float.Parse(prs.GetAttribute("z"));

//								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") {
								sca.x = float.Parse (prs.GetAttribute("x"));
								sca.y = float.Parse(prs.GetAttribute("y"));
								sca.z = float.Parse(prs.GetAttribute("z"));

//								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;
//									}
//								}
							}
						}
						Debug.Log ("准备下载:" + assetRUL);
//                        开始下载并实例化对象
						Debug.Log (assetName + ":pos=" + pos);
						Debug.Log (assetName + ":rot=" + pos);
						Debug.Log (assetName + ":sca=" + pos);
						StartCoroutine (DownloadAsset (new WWW (assetRUL), pos, rot, sca));



						//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;
 
                    
					}
				}

			}

		}

	}



	IEnumerator DownloadAsset (WWW www, Vector3 pos, Vector3 rot, Vector3 sca)
	{

		yield return www;
		if (www.isDone) {
//            yield return Instantiate(www.assetBundle.mainAsset,pos,pos,Quaternion.Euler(rot));
			GameObject ob = (GameObject)Instantiate (www.assetBundle.mainAsset, pos, Quaternion.Euler (rot));
			ob.transform.localScale = sca;
			www.assetBundle.Unload (false);
		}
	}

}

 

(转)Unity 导出XML配置文件,动态加载场景

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原文地址:http://www.cnblogs.com/backlighting/p/5061527.html

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