创新实训(五) xml文件还原场景
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数据库中的的化学分子模型为xml格式,unity读取需要另行编写脚本
参照网上的资料后,代码如下:
创建加载场景信息的文件 LoaderScene.cs
using UnityEngine;
using System.Collections;
using System.Xml;
using System.IO;
public class LoaderScene : MonoBehaviour
{
// Use this for initialization
void Start()
{
//用标签判断路径
#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)
{
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");
}
}
}
创建InitObject.cs加载到unity对象中
using UnityEngine;
using System.Collections;
using System.Xml;
public class InitObject : MonoBehaviour
{
void Awake()
{
string xmlPath = Application.dataPath + "/Assets/MainScene.xml";
string prefabPath = "file:///" + Application.dataPath + "/Assets/{0}.assetbundle";
XmlDocument xmlDocument = new XmlDocument();
xmlDocument.Load (xmlPath);
//获取所有 gameObject 节点
XmlNodeList xmlNodeList = xmlDocument.SelectNodes("//gameObject");
foreach(XmlNode xmlNode in xmlNodeList)
{
string gameObjectName = xmlNode.Attributes["objectName"].Value;
string prefabName = xmlNode.Attributes["objectAsset"].Value;
AssetBundle assetBundle = WwwDataManager.instance.GetDataAssetBundle(string.Format(prefabPath, prefabName));
if(assetBundle != null)
{
GameObject assetObject = (GameObject)assetBundle.Load(prefabName, typeof(GameObject));
if(assetObject != null)
{
GameObject gameObject = (GameObject)Instantiate(assetObject);
// 获取 位置、旋转、缩放数据
XmlNode positionXmlNode = xmlNode.SelectSingleNode("descendant::position");
XmlNode rotationXmlNode = xmlNode.SelectSingleNode("descendant::rotation");
XmlNode scaleXmlNode = xmlNode.SelectSingleNode("descendant::scale");
if(positionXmlNode != null && rotationXmlNode != null && scaleXmlNode != null)
{
gameObject.transform.position = new Vector3(float.Parse(positionXmlNode.Attributes["x"].Value), float.Parse(positionXmlNode.Attributes["y"].Value), float.Parse(positionXmlNode.Attributes["z"].Value));
gameObject.transform.rotation = Quaternion.Euler(new Vector3(float.Parse(rotationXmlNode.Attributes["x"].Value), float.Parse(rotationXmlNode.Attributes["y"].Value), float.Parse(rotationXmlNode.Attributes["z"].Value)));
gameObject.transform.localScale = new Vector3(float.Parse(scaleXmlNode.Attributes["x"].Value), float.Parse(scaleXmlNode.Attributes["y"].Value), float.Parse(scaleXmlNode.Attributes["z"].Value));
}
}
assetBundle.Unload(false);
}
}
xmlDocument = null;
}
}
创建一个空物体将InitObject挂载上,运行。

附加从unity场景中打包xml
创建ExportSceneToXml.cs
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
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)))
{
if (sceneObject.transform.parent == null && sceneObject.activeSelf)
{
if (PrefabUtility.GetPrefabType(sceneObject) == PrefabType.PrefabInstance)
{
// 获取预制体
Object prefabObject = EditorUtility.GetPrefabParent(sceneObject);
if (prefabObject != null)
{
XmlElement gameObjectXmlElement = xmlDocument.CreateElement("gameObject");
gameObjectXmlElement.SetAttribute("objectName", sceneObject.name);
gameObjectXmlElement.SetAttribute("objectAsset", 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);
AssetDatabase.Refresh();
}
}
}
}
需要打包的场景上右键点击选项打包
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