Unity场景导出XML并加载场景

发表于2018-10-17
评论1 2k浏览
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,在使用时候在根据xml的配置进行加载完成场景的构建。把现有的场景导出xml需要使用到Unity的编辑类需要引入命名空间,unityEditor,直接把导出xml做成一个工具。

具体代码如下:
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
using System.Xml;
using System.IO;
using System.Text;
using LitJson;
using UnityEngine.SceneManagement;
public class MyEditor : Editor 
{	
	//将所有游戏场景导出为XML格式
	[MenuItem ("GameObject/ExportXML")]
	static void ExportXML () 
	{
        string LevelName = SceneManager.GetActiveScene().name;
        if (LevelName == "")
            Debug.LogError("请保存你的场景");
         string filepath = Application.dataPath + @"/StreamingAssets/"+LevelName+".xml";
        //string filepath = Application.dataPath + @"/StreamingAssets/lv01.xml";
        if (!File.Exists (filepath))
		{
			File.Delete(filepath);
		}
		XmlDocument xmlDoc = new XmlDocument(); 
		XmlElement root = xmlDoc.CreateElement("gameObjects");
        Debug.Log(UnityEditor.EditorBuildSettings.scenes[0]);
		//遍历所有的游戏场景
		foreach (UnityEditor.EditorBuildSettingsScene S in UnityEditor.EditorBuildSettings.scenes)
        {
            Debug.Log("123");
        	//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();
        Debug.LogError("场景保存完成!!");
	}
}

这里需要注意,代码会根据你场景的名字进行打包,需要注意的是需要把场景添加到

下面就是加载代码:
using UnityEngine;
using System.Collections;
using System.Xml;
using System.IO;
public class XML : MonoBehaviour {
    // Use this for initialization
    public string LeveName = "my";
    public string FileName = "";
	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"+"/"+LeveName+".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");
                    if (FileName == "")
                        return;
                    string asset = FileName + "/" + 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;
					}
			}
			}
		}	
	}
}
这样就可以了,实现场景导出xml,在利用代码进行加载整个场景。
来自:https://blog.csdn.net/liang_704959721/article/details/78215901

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