unity3D技术之导出Unity场景的所有游戏对象信息

unity3D技术之导出Unity场景的所有游戏对象信息
unity3D技术之导出Unity场景的所有游戏对象信息

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。在Unity官网上下载随便下载一个demo Project,如下图所示这是我刚刚在官网上下载的一个范例程序。

接着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。

OK,现在我们就需要编写我们的导出工具、在Project视图中创建Editor文件夹,接着创建脚本MyEditor 。如下图所示。

因为编辑的游戏场景数量比较多,导出的时候我们需要遍历所有的游戏场景,一个一个的读取场景信息。然后取得游戏场景中所有游戏对象的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)代码中我只注释重点的部分,嘿嘿。

MyEditor.cs

C#

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31 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);

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75 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",https://www.360docs.net/doc/3f13291443.html,);

gameObject.SetAttribute("asset",https://www.360docs.net/doc/3f13291443.html, + ".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);

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99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 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();

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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(https://www.360docs.net/doc/3f13291443.html,);

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");

164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 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();

}

}

此时我们就可以导出游戏场景的信息拉,注意游戏场景的需要现在Project Setting 中

注册。点击GameObject – > Export XML 和GameObject – > ExportJson 菜单项即可开始生成。

如下图所示,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。一定要放在这里喔。

接着,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。

C#

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17 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。

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61 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(https://www.360docs.net/doc/3f13291443.html, == "position")

{

foreach(XmlElement position in prs.ChildNodes)

{

switch(https://www.360docs.net/doc/3f13291443.html,)

{

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(https://www.360docs.net/doc/3f13291443.html, == "rotation")

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99 100 101 102 103 104 105 foreach(XmlElement rotation in prs.ChildNodes)

{

switch(https://www.360docs.net/doc/3f13291443.html,)

{

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(https://www.360docs.net/doc/3f13291443.html, == "scale")

{

foreach(XmlElement scale in prs.ChildNodes)

{

switch(https://www.360docs.net/doc/3f13291443.html,)

{

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;

}

}

}

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// 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。C#

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22 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++)

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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;

}

}

}

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82 // Update is called once per frame

void Update () {

}

void OnGUI()

{

if(GUI.Button(new Rect(0,0,200,200),"JSON WORLD")) {

Application.LoadLevel("XMLScene");

}

}

}

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