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unity xml的读取和写入和创建
unity xml的读取和写入
Xml是一种常用的数据格式,方便数据的索引查找
1.首先引入相关的动态链接库:
1.1System.Data.dll
1.2Excel.DLL
1.3文件应用抬头
using UnityEngine; using System.Collections; using System.IO; using System.Xml; using System.Data; using System.Collections.Generic; using System.Linq; using Excel;
2.根据excel生成对应的xml(写xml)
2.1:excel转为常用的dataset格式
/// <summary> /// 根据Excel的path生成对应的dataset /// </summary> /// <param name="path"></Excel地址:常为Application.dataPath+ "/StreamingAssets/" + "Excel文件名.xlsx"> /// <returns></returns> public DataSet getDataset(string path) { FileStream fs = File.Open(path, FileMode.Open, FileAccess.Read); IExcelDataReader excelReader = ExcelReaderFactory.CreateOpenXmlReader(fs); DataSet ds = excelReader.AsDataSet(); fs.Dispose(); return ds; }
2.2:根据2.1生成的dataset中的table参考自定义方式生成对应的xml
/// <summary> /// 将dataset数据根据字符串索引进行xml序列化 /// </summary> /// <param name="xmlname"></生成的xml名字> /// <param name="DT"></dataset的table> /// <param name="strAtt"></父节点序列> /// <param name="strelement"></子节点序列> public void Toxml(string xmlname,DataTable DT,string strAtt,string[] strelement) { if (DT != null) { if (DT.Rows.Count > 0) { if (!Directory.Exists(Application.streamingAssetsPath)) { Directory.CreateDirectory(Application.streamingAssetsPath); } string path = Application.streamingAssetsPath + "/" + xmlname + ".xml"; if (File.Exists(path)) { File.Delete(path); } XmlDocument writer = new XmlDocument(); XmlElement x100 = writer.CreateElement(strAtt); for (int i = 0; i < DT.Rows.Count; i++) { XmlElement x10 = writer.CreateElement(strelement[0]); for (int j = 0; j < strelement.Length-1; j++) { XmlAttribute xa = writer.CreateAttribute(strelement[j]); xa.Value = DT.Rows[i][j].ToString(); x10.Attributes.Append(xa); } x100.AppendChild(x10); } writer.AppendChild(x100); writer.Save(path); } } }
3.常见获取xml中的数据(读xml)
public string GetTextNameByGameObjectName(string TargetParentName,string gameobjName) { testname = null; XmlNodeList xmlNodeList = doc.SelectSingleNode("test").ChildNodes; foreach (XmlElement tempnode in xmlNodeList) { if (TargetParentName == tempnode.GetAttribute("parentTargetname") && gameobjName == tempnode.GetAttribute("scenesname")) { testname = tempnode.GetAttribute("textname"); } else { // Debug.LogError("table didnt have the Attribute"); } } return testname; }
5.写入xml
public void WriteToxml(string NodeAttritube,string InnerTex) { _XmlPath = Application.dataPath + "/StreamingAssets/" + "che.xml"; LoadXmlFileByPath(_XmlPath); XmlNodeList xmlNodeList = doc.SelectSingleNode("合成工具列表").ChildNodes; foreach (XmlElement tempNode in xmlNodeList) { if (NodeAttritube == tempNode.GetAttribute("Tool4ID")) { tempNode.SetAttribute("Tool4ID", InnerTex); } } doc.Save(_XmlPath); }
4.增加编辑器功能,方便策划改表后自行生成xml
在类中增加方法 public void CreatXml() { _Excelpath= Application.dataPath + "/StreamingAssets/" + "ExplosionList.xlsx"; _XmlPath = Application.dataPath + "/StreamingAssets/" + "che.xml"; ds = getDataset(_Excelpath); Toxml("che", ds.Tables[0], "合成工具列表", newstress0); } 在另外的编辑器类写入 public class CompositeXmlMake : Editor { [MenuItem("Tools/CreatCompositeXml")] public static void CreatXML() { ConpositeXml.GetInstance().CreatXml(); }
unity xml的读取和写入和创建
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