Unity中使用XML技术

1.需要引入一些包

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using UnityEngine;

using System;

using System.Xml;

using System.Xml.Serialization;

using System.IO;

using System.Text;

using System.Collections;


上面这些应该足够了

2.创建unity3D中的一组数据结构

比如我想要存入某一个物体的运动参数

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public class MovementArgument

{

10 public String Name;

11 public String Tag;

12 public float position_x;

13 public float position_y;

14 public float position_z;

15 public float velocity_x;

16 public float velocity_y;

17 public float velocity_z;

18 }

 

3.再使用一个类来保存MovementArgument的对象,作为xml数据结构

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19 public class UserData

20 {

21 public MovementArgument _iUser

22 public UserData()

23 {

24 _iUser = new MovementArgument();

25 }

26 }


4.创建使用于本数据结构的存储读取过程(在底层的xml操作之上)

读取(其实读取操作与数据结构无关了,可以复用)

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27 public void LoadData()

28 {

29 StreamReader r = File.OpenText(_FileLocation+"/"+ _FileName);//_FileLocationunity3D当前project的路径名,_FileNamexml的文件名。定义为成员变量了

30 //当然,你也可以在前面先判断下要读取的xml文件是否存在

31 String _data=r.ReadLine();

32 myData = DeserializeObject(_data) as UserData;//myData是上面自定义的xml存取过程中要使用的数据结构UserData

33 r.Close();

34 }

存储(参数要根据需要变化)

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35 public void SaveData(String sc1, String sc2,float sc3,float sc4,float sc5,float sc6,float sc7,float sc7)

36 {

37 tempData._iUser.Name = sc1;//tempData是成员变量,UserData类型

38 tempData._iUser.Tag = sc2;

39 tempData._iUser.position_x = sc3;

40 tempData._iUser.position_y = sc4;

41 tempData._iUser.position_z = sc5;

42 tempData._iUser.direction_x = sc6;

43 tempData._iUser.direction_z = sc7;

44 tempData._iUser.direction_y = sc8;

45 

46 StreamWriter writer ;

47 FileInfo t = new FileInfo(_FileLocation+"/"+ _FileName);

48 t.Delete();

49 writer = t.CreateText();

50 String _data = SerializeObject(tempData);//序列化这组数据

51 writer.WriteLine(_data);//写入xml

52 writer.Close();

53 }


5.底层的xml操作

底层xml读写使用.net中的System.xml命名空间中的类和方法,具体可见http://msdn.microsoft.com/zh-cn/library/gg145036.aspx

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54 public String UTF8ByteArrayToString(byte []characters)

55 {

56 UTF8Encoding encoding = new UTF8Encoding();

57 String constructedString = encoding.GetString(characters);

58 return (constructedString);

59 }

60 

61 public byte[] StringToUTF8ByteArray(String pXmlString)

62 {

63 UTF8Encoding encoding = new UTF8Encoding();

64 byte []byteArray = encoding.GetBytes(pXmlString);

65 return byteArray;

66 }

67 

68 // Here we serialize our UserData object of myData

69 public String SerializeObject(object pObject)

70 {

71 String XmlizedString = "";

72 MemoryStream memoryStream = new MemoryStream();

73 XmlSerializer xs = new XmlSerializer(typeof(UserData));

74 XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);

75 xs.Serialize(xmlTextWriter, pObject);

76 memoryStream = (MemoryStream)xmlTextWriter.BaseStream; // (MemoryStream)

77 XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());

78 return XmlizedString;

79 }

80 

81 // Here we deserialize it back into its original form

82 public object DeserializeObject(String pXmlizedString)

83 {

84 XmlSerializer xs = new XmlSerializer(typeof(UserData));

85 MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));

86 XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);

87 return xs.Deserialize(memoryStream);

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转载自blog.csdn.net/qq_30279553/article/details/80037484