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unity Android 打包后读取 xml 文件
问题: 前天在做东西的过程中发现了一个让人很纠结的问题,为什么Unity 程序在PC上测试一点都没问题但是打包发布到Android后却无法读取XML文件。
通过查找自资料发现打包发不到安卓后的路径和PC上测试时的路径发生了变化,因此读取就出bug了。
那么解决方法很简单:
1,建立一个新工程
2,添加两个GUItext组件一个用于显示测试平台另一个用于显示读取到的XML数据,
如下:
3,该贴代码了
//------------------------------------------------------------------------------// <auto-generated>// 此代码由工具生成。// 运行时版本:4.0.30319.18063//// 对此文件的更改可能会导致不正确的行为,并且如果// 重新生成代码,这些更改将会丢失。// </auto-generated>//------------------------------------------------------------------------------using System;using UnityEngine;using System.IO;using System.Xml;using System.Linq;using System.Text;using System.Collections;using System.Collections.Generic;namespace AssemblyCSharp1{ public class AddressData1 { public string timeURL; public static string all; public static string hp; public static string speed; public static string demage; public static string localPath; public static string id; public static string score; public static List<int> allScore; public void AddressData () { Debug.Log (localPath); } public static List<int> getAllScore() { return allScore; } /// <summary> /// 获取XML路径 /// </summary> /// <returns>The XM.</returns> public static IEnumerator GetXML() { if(Application.platform==RuntimePlatform.Android) { localPath = Application.streamingAssetsPath+"/score.xml"; //在Android中实例化WWW不能在路径前面加"file://" Debug.Log (localPath); } else { localPath = "file://"+UnityEngine.Application.streamingAssetsPath + "/score.xml";//在Windows中实例化WWW必须要在路径前面加"file://" Debug.Log (localPath); } WWW www = new WWW(localPath); while (!www.isDone) { Debug.Log("Getting GetXML"); yield return www; all = www.text; ParseXml(www); } } /// <summary> ///按属性获取节点 /// </summary> /// <param name="www">Www.</param> public static void ParseXml(WWW www) { if(allScore == null) { allScore =new List<int>(); } XmlDocument xmlDoc = new XmlDocument(); xmlDoc.LoadXml(www.text); XmlNodeList nodeList=xmlDoc.SelectSingleNode("rank").ChildNodes; foreach(XmlElement xe in nodeList) { id = xe.GetAttribute("id"); score = xe.GetAttribute("score"); allScore.Add(int.Parse(score)); //将所有得分读入List Debug.Log ("ID:"+id+" Score:"+score); } allScore.Sort(); allScore.Reverse(); foreach(var score in allScore ) { Debug.Log (score.ToString()); } } /// <summary> /// 读取xml内容 /// </summary> public static IEnumerator load() { string url = string.Empty; string path = string.Empty; string line1 = string.Empty; if(Application.platform==RuntimePlatform.Android) { url=Application.streamingAssetsPath+"/hp.xml"; //在Android中实例化WWW不能在路径前面加"file://" WWW wWA=new WWW(path);///WWW读取在各个平台上都可使用 yield return wWA; line1=wWA.text; Debug.Log (line1); } else { url="file://"+Application.streamingAssetsPath+"/hp.xml";//在Windows中实例化WWW必须要在路径前面加"file://" WWW wWA=new WWW("file://"+url); yield return wWA; line1=wWA.text; Debug.Log (line1); } yield return null; } /// <summary> /// 加载xml文档 /// </summary> /// <returns></returns> public static XmlDocument ReadAndLoadXml() { XmlDocument doc = new XmlDocument(); //Debug.Log("加载xml文档"); doc.Load(localPath); return doc; } /// <summary> /// 增加节点 /// </summary> /// <returns>The node.</returns> /// <param name="score">Score.</param> public static void insertNode(int score) { int minute=int.Parse((System.DateTime.Now.Minute.ToString())); string order = System.DateTime.Now.Hour+""+System.DateTime.Now.Minute+""+System.DateTime.Now.Second; XmlDocument xmlDoc=new XmlDocument(); xmlDoc.Load(Application.dataPath + "/StreamingAssets/score.xml"); XmlNode root=xmlDoc.SelectSingleNode("rank"); XmlElement xel=xmlDoc.CreateElement("rank"); //建立节点 xel.SetAttribute("id",order); xel.SetAttribute("score",score.ToString()); root.AppendChild(xel); xmlDoc.Save(Application.dataPath + "/StreamingAssets/score.xml"); return; } }}
测试读取数据代码:
using UnityEngine;using System.Collections;using AssemblyCSharp1;public class testinsert : MonoBehaviour { public GUIText guitext; public GUIText platform; string allscores=""; void Awake() { if(Application.platform==RuntimePlatform.Android) { platform.text = "Android"; } else { platform.text = "PC"; } } // Use this for initialization void Start () { StartCoroutine(AddressData1.GetXML()); //AddressData1.insertNode(22); } void OnGUI() { if(GUI.Button(new Rect(100,100,40,40),"load")) { foreach(int score in AddressData1.allScore) { allscores+=score.ToString(); guitext.text+="\t"; } guitext.text = allscores; } } // Update is called once per frame void Update () { }}
XML文件:
score.xml
<?xml version="1.0" encoding="UTF-8" ?><rank> <rank id="5618" score="12" ></rank> <rank id="1712" score="14" ></rank></rank>
那下面鸡冻的时刻来了:
PC端 运行前:
运行后:
点击load按钮:
看看控制台都输出哪些内容了:
PC上测试Ok了吧。
接下来Android测试,本人的手机哦:
到此结束了,以后程序关于数据处理的都是浮云了!
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