将场景导出XML或JSON或二进制而且解析还原场景

导出unity场景的全部游戏对象信息,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。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。

接着将层次视图中的全部游戏对象都封装成Prefab保存在资源路径中,这里注意一下假设你的Prefab绑定的脚本中有public Object 的话 ,须要在代码中改一下。。用 Find() FindTag()这类方法在脚本中Awake()方法中来拿,不然Prefab动态载入的时候无法赋值的,例如以下图所看到的,我把封装的Prefab对象都放在了Resources/Prefab目录下。

OK,如今我们就须要编写我们的导出工具、在Project视图中创建Editor目录,接着创建脚本MyEditor 。例如以下图所看到的。

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();

        }

}

OK。此时我们就能够导出游戏场景的信息拉,注意游戏场景的须要如今Project Setting 中注冊。

点击 GameObject – > Export    XML 和 GameObject – > ExportJson 菜单项就可以開始生成。

例如以下图所看到的,场景导出完成后。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,由于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。


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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");

                }

 

        }

 

}

本例XML和JSON的解析与还原场景,在IOS真实设备上測试通过。

本例的下载地址:http://vdisk.weibo.com/s/k0_DE

雨松MOMO 祝大家学习愉快,准备睡觉。安 。欢迎讨论与学习 嘿嘿。

补充

近期在做client与server的交互。使用JSON 和XML会感觉数据量太大。影响效率。最后使用二进制的方式来完毕。例如以下图所看到的。使用二进制能够把空间节省到803K 。是不是非常不错呢? 以下我们開始学习怎样制作吧。

导出场景时添加导出二进制文件选项,代码例如以下。


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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);

注解

在写入二进制数据时用到的核心类就是BinaryWriter 。Binary是二进制的意思 ,可见操作二进制写入就用BinaryWriter了。 经常使用的数据类型会分配固定的字节数量,如果BinaryWriter 写入一个short 那么就占2字节,写一个 int 就占4字节,如果是数组的话须要数组类型字节长度在乘以数组长度。

byte:一个字节(8位)

short:两个字节(16位)

int:四个字节(32位)(一个字长)

long:八个字节(64位)

float:四个字节(32位)

double:八个字节(64位)然后在说说string。字符串它并非标准的数据类型,它是一个对象 object 那么它的字节长度就是可变的。開始我也在string 上纠结了一小会儿。还有BinaryWriter 在写入string 的时候会现将字符串的长度以byte的形式储存。然后在储存字符串的字节长度。那么在解析字符串的时候须要先解析字符串长度。然后在依据长度取得后面相应长度的字节数组,再把这个字节数组转换成string即可啦。

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。

然后我们在看看解析的代码。写入的时候我们用的是BinaryWriter 那么读取的时候应该是 BinaryReader。 Binary.cs


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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 ()

        {

 

        }

}

执行一下,场景依旧生成的很完美,在处理二进制解析的时候须要特别注意的就是字节对齐,由于你的全部数据事实上就是一个byte[]字节数组,须要有理有序的把字节数组拆分,然后在转换成相应的数据,所以一定要对齐不然肯定会出错的。

最后把代码放出来,晚安 Good Ngith 哇咔咔。

下载地址 :http://vdisk.weibo.com/s/la_QE

留言中刚好有人讨论到这块。

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。

在unity中,场景(scene)多半通过在build settings中点击add current或者把场景拖进面板实现,假如不这么做。你的场景便不会被载入,哪怕你制定了绝对路径。

就是说。一个游戏里要载入多少场景多半都是固定的。

这个方案会有非常多不便。不easy动态载入场景。所以我们今天要说的,是一种动态载入场景的方法。

首先。你须要一个编辑器文件。放在editor目录下。注意。这个文件不能够继承自monobehaviour


1

2

3

4

5

6

7

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); 

    }

}

这样,在你的unity编辑器上出现了一个button。你运行这个button,则会在你的Assets同级文件夹下出现你build好的streamed.unity3d文件。你把这个文件放在server上。以下一步就是下载这个文件并build了。


1

2

3

WWW
download = WWW.LoadFromCacheOrDownload(
"http://xxx/streamed.unity3d",0); 

yield
return

download; 

Application.LoadLevel("Level1");

大家注意到了吗。下载好以后就能够直接loadlevel了。不须要手动进行add current的操作了。

最后我在补充一下使用.unity3d确实方便非常多,由于它不仅会把场景打包进去,而且还会把场景中相应的资源文件打包进去。举个样例,你将美工做好的模型文件放在Project视图中,然后在将模型放在Hierarchy视图中的 100,100,100坐标点中,最后把该场景打包成.unity3d文件。

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。

这说明场景文件,包括了该场景中所用到的全部模型,而且还包括了模型资源与Hierarchy视图的关系。它会带来一个弊端。比方你有N个场景。每一个场景中都有同样的模型文件,这样每一个场景都须要反复下载这些同样的模型文件,所以我认为不妨使用assetbundle来对同类的资源文件进行分包处理。

时间: 2024-10-13 17:30:26

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