标签:project oop tco 使用 x64 date ora ace ant
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。在Unity官网上下载随便下载一个demo Project。例如以下图所看到的这是我刚刚在官网上下载的一个范例程序。
由于编辑的游戏场景数量比較多,导出的时候我们须要遍历全部的游戏场景,一个一个的读取场景信息。然后取得游戏场景中全部游戏对象的Prefab的 名称 旋转 缩放 平移。
有关XML的使用请大家看我的上一篇文章: Unity3d研究院之使用 C#合成解析XML与JSON(四十一) 代码中我仅仅凝视重点的部分。嘿嘿。
MyEditor.cs
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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 { //将全部游戏场景导出为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" ); //遍历全部的游戏场景 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。
不然须要手动刷新哦 AssetDatabase.Refresh(); } //将全部游戏场景导出为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(); } } |
点击 GameObject – > Export XML 和 GameObject – > ExportJson 菜单项就可以開始生成。
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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,这里用标签推断一下。 #if
UNITY_EDITOR string
filepath = Application.dataPath + "/StreamingAssets" + "/my.xml" ; #elif
UNITY_IPHONE string
filepath = Application.dataPath + "/Raw" + "/my.xml" ; #endif //假设文件存在话開始解析。 if (File.Exists
(filepath)) { XmlDocument
xmlDoc = new
XmlDocument(); xmlDoc.Load(filepath); XmlNodeList
nodeList=xmlDoc.SelectSingleNode( "gameObjects" ).ChildNodes; foreach(XmlElement
scene in
nodeList) { //由于我的XML是把所有游戏对象所有导出,
所以这里推断一下仅仅解析须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" ); } } } |
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[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); |
还有,上面我用的是short x 100 事实上上为了节省长度, 由于short是2字节。float是4字节。
我在解析的时候用short 在除以100 就能够 换算成float拉。
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using
UnityEngine; using
System.Collections; using
System.IO; using
System.Text; using
System; public
class Binary : MonoBehaviour { void
Start () { string
filepath = Application.dataPath + @ "/StreamingAssets/binary.txt" ; if (File.Exists
(filepath)) { FileStream
fs = new
FileStream (filepath,FileMode.Open); BinaryReader
br = new
BinaryReader(fs); int
index = 0; //将二进制字节流所有读取在这个byte数组其中 //ReadBytes传递的參数是一个长度,也就是流的长度 byte[]
tempall = br.ReadBytes((int)fs.Length); //開始解析这个字节数组 while ( true ) { //当超过流长度。跳出循环 if (index
>= tempall.Length) { break ; } //得到第一个byte
也就是得到字符串的长度 int
scenelength = tempall[index]; byte
[]sceneName = new
byte [scenelength]; index
+= 1; //依据长度拷贝出相应长度的字节数组 System.Array.Copy(tempall,index,sceneName,0,sceneName.Length);
//然后把字节数组相应转换成字符串 string
sname = System.Text.Encoding.Default.GetString(sceneName); //这里和上面原理一样就不赘述 int
objectLength = tempall[index + sceneName.Length]; byte
[]objectName = new
byte [objectLength]; index
+= sceneName.Length + 1; System.Array.Copy(tempall,index,objectName,0,objectName.Length);
string
oname = System.Text.Encoding.Default.GetString(objectName); //以下就是拿short
每个short的长度是2字节。 index
+= objectName.Length; byte[]
posx = new
byte[2]; System.Array.Copy(tempall,index,posx,0,posx.Length); //取得相应的数值
然后 除以100 就是float拉。 float
x = System.BitConverter.ToInt16(posx,0) /100.0f; //以下都差点儿相同 index
+= posx.Length; byte[]
posy = new
byte[2]; System.Array.Copy(tempall,index,posy,0,posy.Length);
float
y = System.BitConverter.ToInt16(posy,0) /100.0f; index
+= posy.Length; byte[]
posz = new
byte[2]; System.Array.Copy(tempall,index,posz,0,posz.Length);
float
z = System.BitConverter.ToInt16(posz,0) /100.0f; index
+= posz.Length; byte[]
rotx = new
byte[2]; System.Array.Copy(tempall,index,rotx,0,rotx.Length);
float
rx = System.BitConverter.ToInt16(rotx,0) /100.0f; index
+= rotx.Length; byte[]
roty = new
byte[2]; System.Array.Copy(tempall,index,roty,0,roty.Length);
float
ry = System.BitConverter.ToInt16(roty,0) /100.0f; index
+= roty.Length; byte[]
rotz = new
byte[2]; System.Array.Copy(tempall,index,rotz,0,rotz.Length);
float
rz = System.BitConverter.ToInt16(rotz,0) /100.0f;
index
+= rotz.Length; byte[]
scax = new
byte[2]; System.Array.Copy(tempall,index,scax,0,scax.Length);
float
sx = System.BitConverter.ToInt16(scax,0) /100.0f; index
+= scax.Length; byte[]
scay = new
byte[2]; System.Array.Copy(tempall,index,scay,0,scay.Length);
float
sy = System.BitConverter.ToInt16(scay,0) /100.0f; index
+= scay.Length; byte[]
scaz = new
byte[2]; System.Array.Copy(tempall,index,scaz,0,scaz.Length);
float
sz = System.BitConverter.ToInt16(scaz,0) /100.0f; index+=scaz.Length; if (sname.Equals( "Assets/StarTrooper.unity" )) { //最后在这里把场景生成出来 string
asset = "Prefab/"
+ oname; Vector3
pos = new
Vector3 (x,y,z); Vector3
rot = new
Vector3(rx,ry,rz); Vector3
sca = new
Vector3(sx,sy,sz); GameObject
ob = (GameObject)Instantiate(Resources.Load(asset),pos,Quaternion.Euler(rot)); ob.transform.localScale
= sca; } } } } //
Update is called once per frame void
Update () { } } |
另外另一种方式也能够实现动态添加建立场景,使用.unity 来实现场景的载入,我认为这样的方式可能会更好一些。我在网上已经发现有人写了。那就转载过来吧。
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public
class BuildSceneEditor{ [@MenuItem( "build/BuildWebplayerStreamed" )]
static
void Build(){ string[]
levels = new
string[]{ "Assets/Level1.unity" , "Assets/Level2.unity" };
BuildPipeline.BuildStreamedSceneAssetBundle(levels, "streamed.unity3d" ,BuildTarget.WebPlayer);
}
} |
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yield
return
download; Application.LoadLevel( "Level1" ); |
此时你在新建一个project仅仅需下载刚刚打包的场景文件,他会自己主动把模型放在 100,100,100坐标点中。
标签:project oop tco 使用 x64 date ora ace ant
原文地址:http://www.cnblogs.com/blfbuaa/p/7281197.html