• Unity之读取配置表去加载物体


     每次加载物体都要去获得物体路径,然后在去加载,这样很不方便而且会出错。下面我把物体的名称和物体对应的路径读取到配置表里面,直接通过物体的名称去获得路径去加载物体。

    一 配置表的制作

     /*******************
      *  Title:CW_FrameWark
      *  Author:CW
      *  ScriptName:  CreateResini
      *  Des:将资源的名称和路径对应
      ******************/
    using UnityEngine;
    using System.Collections;
    using UnityEditor;
    using System.IO;
    using System.Collections.Generic;
    
    public class CreateResInit : MonoBehaviour {
    
    	    [MenuItem("CW/CreateResInit")]
            public static void CreateInit()
            {
                Dictionary<string, string> dic = new Dictionary<string, string>();
    
                string resPath = Application.dataPath + "/Resources/";
                string initPath = resPath + "Res.txt";
    
                if (File.Exists(initPath))
                {
                    File.Delete(initPath);
                }
    
                CreateResInfo(resPath, ref dic);
    
                List<string> list = new List<string>();
    
                foreach (KeyValuePair<string,string > keyvalue in dic)
                {
                    list.Add(keyvalue.Key + "=" + keyvalue.Value);
                }
    
                File.WriteAllLines(resPath + "/res.txt", list.ToArray());
                Debug.Log("生成完毕 ");
                AssetDatabase.Refresh();
            }
    
    
            public static void CreateResInfo(string path,ref Dictionary<string,string> dic)
            {
                DirectoryInfo dir = new DirectoryInfo(path);
                if(!dir.Exists)
                {
                    Debug.Log("path:"+ path+"is not exit");
                    return;
                }
    
                FileInfo[] files = dir.GetFiles();
    
                for (int i = 0; i < files.Length; i++)
                {
                    FileInfo fileInfo = files[i];
    
                    if(!(fileInfo.Name.IndexOf(".meta",0)>0))
                     {
                         string tmpPathDir = fileInfo.FullName.Replace("\", "/")
                            .Replace((Application.dataPath + "/Resources/"), "");
    				    string  pathDir=  tmpPathDir.Split('.')[0];
    					
                         string fileName = Path.GetFileNameWithoutExtension(fileInfo.Name);
    					 
    					
                         Debug.Log("fileName=" + fileName);
                        if(!dic.ContainsKey(fileInfo.Name))
                        {
                            dic.Add(fileName, pathDir);
                        }
                        else
                        {
                             Debug.LogError ("存在相同的资源名称 名称为:" + fileInfo.Name + "/path1=" + dic[fileInfo.Name] + "/ path2 =" + pathDir);
                        }
                     }
                }
    
                DirectoryInfo[] dirs = dir.GetDirectories();
                if(dirs.Length>0)
                {
                    for (int i = 0; i < dirs.Length; i++)
                    {
                        string tmpPath = Path.Combine(path,dirs[i].Name);
                        CreateResInfo(tmpPath, ref dic);
                    }
                }
            }
    }
    

      

     
    2 测试根据物体名称去加载游戏物体
    using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;
    using System.IO;
    using System.Text;
    
    public class TestLoad : MonoBehaviour {
    
    	private Dictionary<string ,string> _resInitDic=new Dictionary<string, string>();
    
         void Start()
         {
             ReadResInit();
             foreach(KeyValuePair<string,string> kv in _resInitDic)
             {
                 Debug.Log(kv.Key+"=="+kv.Value);
             }
             
         }
    
         void Update()
         {
             if(Input.GetKeyDown(KeyCode.W))
             {
                Instantiate(Resources.Load(_resInitDic["Cube"]));
             }
         }
        private void ReadResInit()
        {
            TextAsset txt=Resources.Load("res") as TextAsset;
       
            byte[] array = Encoding.ASCII.GetBytes(txt.text);  
            MemoryStream memoryStream=new MemoryStream(array);
            StreamReader  streamReader=new StreamReader(memoryStream);
            string line= streamReader.ReadLine();
           
            while(!string.IsNullOrEmpty(line))
            { Debug.Log(line);
                string[] arrys=line.Split('=');
                _resInitDic.Add(arrys[0],arrys[1]);
             
                line= streamReader.ReadLine();
            }
    
            
        }
    
    }
    
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  • 原文地址:https://www.cnblogs.com/weiqiangwaideshijie/p/7943347.html
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