U3D中XML的保存和读取

XML操作一直没怎么学,看到节点什么的就头痛。

好在有个XmlSerializer类,使得数据的转换变得相当轻松。

XmlSerializer类的说明请看官网:

http://msdn.microsoft.com/zh-cn/library/system.xml.serialization.xmlserializer(VS.80).aspx#Y0

 

下面的代码是从某老外写的。演示了如何在XML中保存和读取Player数据。

这段是C#的

using UnityEngine; 
using System.Collections;
using System.Xml;
using System.Xml.Serialization;
using System.IO;
using System.Text;

public class _GameSaveLoad: MonoBehaviour {

// An example where the encoding can be found is at
// http://www.eggheadcafe.com/articles/system.xml.xmlserialization.asp
// We will just use the KISS method and cheat a little and use
// the examples from the web page since they are fully described

// This is our local private members
Rect _Save, _Load, _SaveMSG, _LoadMSG;
bool _ShouldSave, _ShouldLoad,_SwitchSave,_SwitchLoad;
string _FileLocation,_FileName;
public GameObject _Player;
UserData myData;
string _PlayerName;
string _data;

Vector3 VPosition;

// When the EGO is instansiated the Start will trigger
// so we setup our initial values for our local members
void Start () {
// We setup our rectangles for our messages
_Save=new Rect(10,80,100,20);
_Load=new Rect(10,100,100,20);
_SaveMSG=new Rect(10,120,400,40);
_LoadMSG=new Rect(10,140,400,40);

// Where we want to save and load to and from
_FileLocation=Application.dataPath;
_FileName="SaveData.xml";

// for now, lets just set the name to Joe Schmoe
_PlayerName = "Joe Schmoe";

// we need soemthing to store the information into
myData=new UserData();
}

void Update () {}

void OnGUI()
{

//***************************************************
// Loading The Player...
// **************************************************
if (GUI.Button(_Load,"Load")) {

GUI.Label(_LoadMSG,"Loading from: "+_FileLocation);
// Load our UserData into myData
LoadXML();
if(_data.ToString() != "")
{
// notice how I use a reference to type (UserData) here, you need this
// so that the returned object is converted into the correct type
myData = (UserData)DeserializeObject(_data);
// set the players position to the data we loaded
VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);
_Player.transform.position=VPosition;
// just a way to show that we loaded in ok
Debug.Log(myData._iUser.name);
}

}

//***************************************************
// Saving The Player...
// **************************************************
if (GUI.Button(_Save,"Save")) {

GUI.Label(_SaveMSG,"Saving to: "+_FileLocation);
myData._iUser.x=_Player.transform.position.x;
myData._iUser.y=_Player.transform.position.y;
myData._iUser.z=_Player.transform.position.z;
myData._iUser.name=_PlayerName;

// Time to creat our XML!
_data = SerializeObject(myData);
// This is the final resulting XML from the serialization process
CreateXML();
Debug.Log(_data);
}


}

/* The following metods came from the referenced URL */
string UTF8ByteArrayToString(byte[] characters)
{
UTF8Encoding encoding = new UTF8Encoding();
string constructedString = encoding.GetString(characters);
return (constructedString);
}

byte[] StringToUTF8ByteArray(string pXmlString)
{
UTF8Encoding encoding = new UTF8Encoding();
byte[] byteArray = encoding.GetBytes(pXmlString);
return byteArray;
}

// Here we serialize our UserData object of myData
string SerializeObject(object pObject)
{
string XmlizedString = null;
MemoryStream memoryStream = new MemoryStream();
XmlSerializer xs = new XmlSerializer(typeof(UserData));
XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
xs.Serialize(xmlTextWriter, pObject);
memoryStream = (MemoryStream)xmlTextWriter.BaseStream;
XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
return XmlizedString;
}

// Here we deserialize it back into its original form
object DeserializeObject(string pXmlizedString)
{
XmlSerializer xs = new XmlSerializer(typeof(UserData));
MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
return xs.Deserialize(memoryStream);
}

// Finally our save and load methods for the file itself
void CreateXML()
{
StreamWriter writer;
FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName);
if(!t.Exists)
{
writer = t.CreateText();
}
else
{
t.Delete();
writer = t.CreateText();
}
writer.Write(_data);
writer.Close();
Debug.Log("File written.");
}

void LoadXML()
{
StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName);
string _info = r.ReadToEnd();
r.Close();
_data=_info;
Debug.Log("File Read");
}
}

// UserData is our custom class that holds our defined objects we want to store in XML format
public class UserData
{
// We have to define a default instance of the structure
public DemoData _iUser;
// Default constructor doesn't really do anything at the moment
public UserData() { }

// Anything we want to store in the XML file, we define it here
public struct DemoData
{
public float x;
public float y;
public float z;
public string name;
}
}

-----------------------------------------------------------

下面这段是同样功能的js代码

import System;
import System.Collections;
import System.Xml;
import System.Xml.Serialization;
import System.IO;
import System.Text;

// Anything we want to store in the XML file, we define it here
class DemoData
{
var x : float;
var y : float;
var z : float;
var name : String;
}

// UserData is our custom class that holds our defined objects we want to store in XML format
class UserData
{
// We have to define a default instance of the structure
public var _iUser : DemoData = new DemoData();
// Default constructor doesn't really do anything at the moment
function UserData() { }
}

//public class GameSaveLoad: MonoBehaviour {

// An example where the encoding can be found is at
//
http://www.eggheadcafe.com/articles/system.xml.xmlserialization.asp
//
We will just use the KISS method and cheat a little and use
//
the examples from the web page since they are fully described

// This is our local private members
private var _Save : Rect;
private var _Load : Rect;
private var _SaveMSG : Rect;
private var _LoadMSG : Rect;
//var _ShouldSave : boolean;
//
var _ShouldLoad : boolean;
//
var _SwitchSave : boolean;
//
var _SwitchLoad : boolean;
private var _FileLocation : String;
private var _FileName : String = "SaveData.xml";

//public GameObject _Player;
var _Player : GameObject;
var _PlayerName : String = "Joe Schmoe";

private var myData : UserData;
private var _data : String;

private var VPosition : Vector3;

// When the EGO is instansiated the Start will trigger
//
so we setup our initial values for our local members
//
function Start () {
function Awake () {
// We setup our rectangles for our messages
_Save=new Rect(10,80,100,20);
_Load=new Rect(10,100,100,20);
_SaveMSG=new Rect(10,120,200,40);
_LoadMSG=new Rect(10,140,200,40);

// Where we want to save and load to and from
_FileLocation=Application.dataPath;


// we need soemthing to store the information into
myData=new UserData();
}

function Update () {}

function OnGUI()
{

// ***************************************************
// Loading The Player...
// **************************************************
if (GUI.Button(_Load,"Load")) {

GUI.Label(_LoadMSG,"Loading from: "+_FileLocation);
// Load our UserData into myData
LoadXML();
if(_data.ToString() != "")
{
// notice how I use a reference to type (UserData) here, you need this
// so that the returned object is converted into the correct type
//myData = (UserData)DeserializeObject(_data);
myData = DeserializeObject(_data);
// set the players position to the data we loaded
VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);
_Player.transform.position=VPosition;
// just a way to show that we loaded in ok
Debug.Log(myData._iUser.name);
}

}

// ***************************************************
// Saving The Player...
// **************************************************
if (GUI.Button(_Save,"Save")) {

GUI.Label(_SaveMSG,"Saving to: "+_FileLocation);
//Debug.Log("SaveLoadXML: sanity check:"+ _Player.transform.position.x);

myData._iUser.x = _Player.transform.position.x;
myData._iUser.y = _Player.transform.position.y;
myData._iUser.z = _Player.transform.position.z;
myData._iUser.name = _PlayerName;

// Time to creat our XML!
_data = SerializeObject(myData);
// This is the final resulting XML from the serialization process
CreateXML();
Debug.Log(_data);
}


}

/* The following metods came from the referenced URL */
//string UTF8ByteArrayToString(byte[] characters)
function UTF8ByteArrayToString(characters : byte[] )
{
var encoding : UTF8Encoding = new UTF8Encoding();
var constructedString : String = encoding.GetString(characters);
return (constructedString);
}

//byte[] StringToUTF8ByteArray(string pXmlString)
function StringToUTF8ByteArray(pXmlString : String)
{
var encoding : UTF8Encoding = new UTF8Encoding();
var byteArray : byte[] = encoding.GetBytes(pXmlString);
return byteArray;
}

// Here we serialize our UserData object of myData
//string SerializeObject(object pObject)
function SerializeObject(pObject : Object)
{
var XmlizedString : String = null;
var memoryStream : MemoryStream = new MemoryStream();
var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
var xmlTextWriter : XmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
xs.Serialize(xmlTextWriter, pObject);
memoryStream = xmlTextWriter.BaseStream; // (MemoryStream)
XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
return XmlizedString;
}

// Here we deserialize it back into its original form
//object DeserializeObject(string pXmlizedString)
function DeserializeObject(pXmlizedString : String)
{
var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
var memoryStream : MemoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
var xmlTextWriter : XmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
return xs.Deserialize(memoryStream);
}

// Finally our save and load methods for the file itself
function CreateXML()
{
var writer : StreamWriter;
//FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName);
var t : FileInfo = new FileInfo(_FileLocation+"/"+ _FileName);
if(!t.Exists)
{
writer = t.CreateText();
}
else
{
t.Delete();
writer = t.CreateText();
}
writer.Write(_data);
writer.Close();
Debug.Log("File written.");
}

function LoadXML()
{
//StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName);
var r : StreamReader = File.OpenText(_FileLocation+"/"+ _FileName);
var _info : String = r.ReadToEnd();
r.Close();
_data=_info;
Debug.Log("File Read");
}


出于礼貌,咱还是要注明一下的。原帖地址如下:

http://www.unifycommunity.com/wiki/index.php?title=Save_and_Load_from_XML

posted @ 2012-03-31 17:10  妖気  阅读(2309)  评论(0编辑  收藏  举报