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Unity3d动态加载及生成配置文件

发布时间:2016-12-5 10:31:54 编辑:www.fx114.net 分享查询网我要评论
本篇文章主要介绍了"Unity3d动态加载及生成配置文件",主要涉及到Unity3d动态加载及生成配置文件方面的内容,对于Unity3d动态加载及生成配置文件感兴趣的同学可以参考一下。

本文大部分转载,作者做了关于配置文件生成工作,但是很遗憾,关于position和rotation信息目前尚未自动生成,运行本例的朋友,需要自己手动添加位置和角度信息,否则程序会报错。 标准的json数据: {     "AssetList" : [{         "Name" : "Chair 1",         "Source" : "Prefabs/Chair001.unity3d",         "Position" : [2,0,-5],         "Rotation" : [0.0,60.0,0.0]     },     {         "Name" : "Chair 2",         "Source" : "Prefabs/Chair001.unity3d",         "Position" : [1,0,-5],         "Rotation" : [0.0,0.0,0.0]     },     {         "Name" : "Vanity",         "Source" : "Prefabs/vanity001.unity3d",         "Position" : [0,0,-4],         "Rotation" : [0.0,0.0,0.0]     }     }] }       用Unity3D制作基于web的网络游戏,不可避免的会用到一个技术-资源动态加载。比如想加载一个大场景的资源,不应该在游戏的开始让用户长时间等待全部资源的加载完毕。应该优先加载用户附近的场景资源,在游戏的过程中,不影响操作的情况下,后台加载剩余的资源,直到所有加载完毕。        在讲述代码之前,先想象这样一个网络游戏的开发流程。首先美工制作场景资源的3D建模,游戏设计人员把3D建模导进Unity3D,托托拽拽编辑场景,完成后把每个gameobject导出成XXX.unity3d格式的资源文件(参看BuildPipeline),并且把整个场景的信息生成一个配置文件,xml或者Json格式(本文使用Json)。最后还要把资源文件和场景配置文件上传到服务器,最好使用CMS管理。客户端运行游戏时,先读取服务器的场景配置文件,再根据玩家的位置从服务器下载相应的资源文件并加载,然后开始游戏,注意这里并不是下载所有的场景资源。在游戏的过程中,后台继续加载资源直到所有加载完毕。 json.txt:(注:当生成的json无法读取时,记得改一下编码格式 改成 ANSI) {"AssetList":[{"Name":"Sphere","Source":"Prefabs/Sphere.unity3d"},{"Name":"cube","Source":"Prefabs/cube.unity3d"},{"Name":"Sphere","Source":"Prefabs/Sphere.unity3d"},{"Name":"cube","Source":"Prefabs/cube.unity3d"}]} 主程序: using UnityEngine;  using System.Collections;    public class MainMonoBehavior : MonoBehaviour {        public delegate void MainEventHandler(GameObject dispatcher);      public event MainEventHandler StartEvent;      public event MainEventHandler UpdateEvent;      public void Start()      {          ResourceManager.getInstance().LoadSence("Scenes/json.txt");//json配置文件          if(StartEvent != null)          {              StartEvent(this.gameObject);          }      }      public void Update()      {          if (UpdateEvent != null)          {              UpdateEvent(this.gameObject);          }      }  }     这里面用到了C#的事件机制,大家可以看看我以前翻译过的国外一个牛人的文章。C# 事件和Unity3D在 start方法里调用ResourceManager,先加载配置文件。每一次调用update方法,MainMonoBehavior会把update 事件分发给ResourceManager,因为ResourceManager注册了MainMonoBehavior的update事件。 ResourceManager.cs  using UnityEngine;  using System.Collections;  using System.Collections.Generic;  using LitJson;  using System.Net;  public class ResourceManager  {    // Use this for initialization          private MainMonoBehavior mainMonoBehavior;          private   string mResourcePath;          private Scene mScene;          private Asset mSceneAsset;          private static ResourceManager resourceManager=new ResourceManager();//如果没有new 会出现没有实例化的错误          private Dictionary<string ,WWW > wwwCacheMap=new Dictionary<string,WWW>();//这个新添加的原文代码中没有定义它 应该是个字典         public static  ResourceManager getInstance( )          {                  return resourceManager;//静态函数中不能使用非静态成员          }          public  ResourceManager()          {                  mainMonoBehavior = GameObject.Find("Main Camera").GetComponent<MainMonoBehavior>();                  mResourcePath ="file://"+Application.dataPath+"/..";          }                  public void LoadSence(string fileName)          {                  //Debug.Log(fileName);                  mSceneAsset = new Asset();                  mSceneAsset.Type = Asset.TYPE_JSON;//后面类型判断有用                  mSceneAsset.Source = fileName;                  mainMonoBehavior.UpdateEvent += OnUpdate;//添加监听函数          }                public void OnUpdate(GameObject dispatcher)//该函数是监听函数,每帧都会被调用(它的添加是在MainMonoBehavior的start函数中通过调用本地LoadSence函数)          {                  if (mSceneAsset != null)//表示已经通过了new操作分配类内存空间但是资源还没有加载完                  {                          LoadAsset(mSceneAsset);//这个函数里面会通过判断,使www的new操作只执行一次                          if (!mSceneAsset.isLoadFinished)//C#中 bool类型默认是false                          {                                 return;                          }                          mScene = null;                          mSceneAsset = null;                  }                  mainMonoBehavior.UpdateEvent -= OnUpdate;//当所有资源被加载后,删除监听函数。          }          //最核心的函数       private Asset LoadAsset(Asset asset)          {                  string fullFileName =mResourcePath+"/"+ asset.Source;// mResourcePath + "/" + asset.Source;                  Debug.Log("fullFileName=" + fullFileName);                  //if www resource is new, set into www cache                  if (!wwwCacheMap.ContainsKey(fullFileName))                  {//自定义字典 查看开头的定义                          if (asset.www == null)                          {//表示www还没有new操作                                  asset.www = new WWW(fullFileName);                                  return null;                          }                          if (!asset.www.isDone)                          {                                  return null;                          }                          wwwCacheMap.Add(fullFileName, asset.www); //该字典是作为缓存的作用,如果之前已经加载过同样的Unity3D格式文件,那么不需要在加载,直接拿来用就行了。                   }                   if (asset.Type == Asset.TYPE_JSON)                  { //Json 表示当txt文件被首次加载时的处理                          if (mScene == null)                          {                                     string jsonTxt = mSceneAsset.www.text;                              Debug.Log("jsonTxt=" + jsonTxt);                              mScene = JsonMapper.ToObject<Scene>(jsonTxt);//mScene是个Asset对象列表,也就是Json文件需要一个AssetList列表对象,注意名字的统一,列表中Asset对象中的成员名称要和txt                //文件中的相关名称统一 不然JsonMapper无法找到                           }                          //load scene                          foreach (Asset sceneAsset in mScene.AssetList)                          {                                  if (sceneAsset.isLoadFinished)                                  {                                          continue;                                  }                                  else                                  {                                          LoadAsset(sceneAsset);//这里的处理就是 下面 Asset.TYPE_GAMEOBJECT的处理方式,注意是递归函数的调用                                          if (!sceneAsset.isLoadFinished)                                          {                                              return null;                                           }                                   }                          }                  }                  else if (asset.Type == Asset.TYPE_GAMEOBJECT)//处理文件中具体信息,嵌套关系或者直接是一个GameObject对象,与上面的代码有联系,Asset创建时候的构造函数中设置成                  //TYPE_GAMEOBJECT类型                  { //Gameobject                          if (asset.gameObject == null)//如果不为null 表示已经通过wwwCacheMap加载了资源包中所包含的资源(fullFileName仅仅是一个文件,资源包中资源是分散的GameObject对象),不需要在重新加载                          {                                  wwwCacheMap[fullFileName].assetBundle.LoadAll();//已经通过new WWW操作完成了加载,该函数用来加载包含着资源包中的资源                                  GameObject go = (GameObject)GameObject.Instantiate(wwwCacheMap[fullFileName].assetBundle.mainAsset);                                  UpdateGameObject(go, asset);                                  asset.gameObject = go;                          }                          if (asset.AssetList != null)//有嵌套关系                          {                                  foreach (Asset assetChild in asset.AssetList)                                  {                                          if (assetChild.isLoadFinished)                                          {                                                  continue;                                          }                                          else                                          {                                                  Asset assetRet = LoadAsset(assetChild);                                                  if (assetRet != null)//这个if else 语句是为了防止你的配置文件中的GameObject对象路径不正确,导致访问空指针。                                                  {                                                          assetRet.gameObject.transform.parent = asset.gameObject.transform;                                                  }                                                  else                                                  {                                                          return null;                                                  }                                          }                                  }                          }                  }                  asset.isLoadFinished = true;                  return asset;          }          private void UpdateGameObject(GameObject go, Asset asset)          {                  //name                  go.name = asset.Name;                  //position                  Vector3 vector3 = new Vector3((float)asset.Position[0], (float)asset.Position[1], (float)asset.Position[2]);                  go.transform.position = vector3;                  //rotation                 vector3 = new Vector3((float)asset.Rotation[0], (float)asset.Rotation[1], (float)asset.Rotation[2]);                  go.transform.eulerAngles = vector3;          }  } View Code  Asset.cs类:  using UnityEngine;  using System.Collections.Generic;  public class Asset  {          public const byte TYPE_JSON = 1;          public const byte TYPE_GAMEOBJECT = 2;          public Asset()          {              //default type is gameobject for json load              Type = TYPE_GAMEOBJECT;          }          public byte Type          {              get;              set;          }          public string Name          {              get;              set;          }          public string Source          {              get;              set;          }          public double[] Bounds          {              get;              set;          }                  public double[] Position          {              get;              set;          }          public double[] Rotation          {              get;              set;          }          public List<Asset> AssetList          {              get;              set;          }          public bool isLoadFinished          {              get;              set;          }          public WWW www          {              get;              set;          }          public GameObject gameObject          {              get;              set;          }  }  Scene.cs类:  using System.Collections.Generic;    public class Scene  {          public List<Asset> AssetList          {              get;              set;          }  } 生成.unity3d代码:View Code  using UnityEngine;  using UnityEditor;  using System.IO;  using System;  using System.Text;  using System.Collections.Generic;  using LitJson;  public class BuildAssetBundlesFromDirectory  {        static List<JsonResource> config=new List<JsonResource>();        static Dictionary<string, List<JsonResource>> assetList=new Dictionary<string, List<JsonResource>>();          [@MenuItem("Asset/Build AssetBundles From Directory of Files")]//这里不知道为什么用"@",添加菜单          static void ExportAssetBundles ()          {//该函数表示通过上面的点击响应的函数                     assetList.Clear();                     string path = AssetDatabase.GetAssetPath(Selection.activeObject);//Selection表示你鼠标选择激活的对象                    Debug.Log("Selected Folder: " + path);                                    if (path.Length != 0)                    {                             path = path.Replace("Assets/", "");//因为AssetDatabase.GetAssetPath得到的是型如Assets/文件夹名称,且看下面一句,所以才有这一句。                              Debug.Log("Selected Folder: " + path);                             string [] fileEntries = Directory.GetFiles(Application.dataPath+"/"+path);//因为Application.dataPath得到的是型如 "工程名称/Assets"                                                         string[] div_line = new string[] { "Assets/" };                             foreach(string fileName in fileEntries)                             {                                      j++;                                      Debug.Log("fileName="+fileName);                                      string[] sTemp = fileName.Split(div_line, StringSplitOptions.RemoveEmptyEntries);                                      string filePath = sTemp[1];                                       Debug.Log(filePath);                                      filePath = "Assets/" + filePath;                                      Debug.Log(filePath);                                      string localPath = filePath;                                      UnityEngine.Object t = AssetDatabase.LoadMainAssetAtPath(localPath);                                                                           //Debug.Log(t.name);                                      if (t != null)                                      {                                              Debug.Log(t.name);                                              JsonResource jr=new JsonResource();                                              jr.Name=t.name;                                              jr.Source=path+"/"+t.name+".unity3d";                                                Debug.Log( t.name);                                              config.Add(jr);//实例化json对象                                                string bundlePath = Application.dataPath+"/../"+path;                                                 if(!File.Exists(bundlePath))                                                  {                                                     Directory.CreateDirectory(bundlePath);//在Asset同级目录下相应文件夹                                                  }                                                bundlePath+="/"  + t.name + ".unity3d";                                               Debug.Log("Building bundle at: " + bundlePath);                                               BuildPipeline.BuildAssetBundle(t, null, bundlePath, BuildAssetBundleOptions.CompleteAssets);//在对应的文件夹下生成.unity3d文件                                      }                             }                              assetList.Add("AssetList",config);                              for(int i=0;i<config.Count;i++)                              {                                      Debug.Log(config[i].Source);                              }                    }                  string data=JsonMapper.ToJson(assetList);//序列化数据                  Debug.Log(data);          string jsonInfoFold=Application.dataPath+"/../Scenes";          if(!Directory.Exists(jsonInfoFold))          {              Directory.CreateDirectory(jsonInfoFold);//创建Scenes文件夹          }                  string fileName1=jsonInfoFold+"/json.txt";                  if(File.Exists(fileName1))                  {                      Debug.Log(fileName1 +"already exists");                      return;                  }                  UnicodeEncoding uni=new UnicodeEncoding();                                     using(  FileStream  fs=File.Create(fileName1))//向创建的文件写入数据                  {                          fs.Write(uni.GetBytes(data),0,uni.GetByteCount(data));                          fs.Close();                  }        }  }

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