本篇讲解的是3D游戏的场景资源打包方式,首先简单的分析一下场景中所包含的资源的类型。

场景资源一般包含:地表模型(或者是Unity Terrain),非实例化物体(摄像机、空气墙、光源、各种逻辑物体之类的)、场景物体(花草树木、房子箱子之类的)。

因为场景物体大多是公用的,所以将场景物体都打成单独的包,将地表模型、非实例化物体打包到场景包中

那么场景TestScene所对应的资源就包括:场景包TestScene.unity3d、场景资源配表TestSceneXML.xml。

打包场景单个物体的具体细节在前面的帖子中已有讲解,此处不再赘述,本帖主要分享场景本身的打包和场景资源的序列化。

(1)打包一个场景

打包当前场景的代码如下所示,使用BuildStreamedSceneAssetBundle和BuildPlayer函数都可以实现此功能。

public class PackScene
{
public static void Execute(UnityEditor.BuildTarget target)
{
string assetPath = SceneAssetProcesser.GetPlatformPath(target); string exportPath = assetPath + "Scene/";
if (Directory.Exists(exportPath) == false)
Directory.CreateDirectory(exportPath); string currentScene = EditorApplication.currentScene;
string currentSceneName = currentScene.Substring(currentScene.LastIndexOf('/') + , currentScene.LastIndexOf('.') - currentScene.LastIndexOf('/') - );
string fileName = exportPath + currentSceneName + ".unity3d";
BuildPipeline.BuildStreamedSceneAssetBundle(new string[] { EditorApplication.currentScene }, fileName, target);
// 另外一种方式
// BuildPipeline.BuildPlayer(new string[1] { EditorApplication.currentScene }, fileName, target, BuildOptions.BuildAdditionalStreamedScenes);
} }

将TestScene打包成TestScene.unity3d的包。

(2)序列化场景物体

对于一个场景物体,主要序列化其下列信息:

(1)Transform信息:位置、朝向、缩放

(2)Mesh信息:Shader名字

        主颜色Color

        光照贴图信息:是否为static对象(static的对象才有光照贴图属性)、LightmapIndex、LightmapTilingOffset

主体代码如下所示:

  public static void ExportXML(string savePath)
{
// 所有的动态加载的物体都挂在ActiveObjectRoot下面
GameObject parent = GameObject.Find("ActiveObjectRoot");
if (parent == null)
{
Debug.LogError("No ActiveObjectRoot Node!");
return;
} XmlDocument XmlDoc = new XmlDocument();
XmlElement XmlRoot = XmlDoc.CreateElement("Root");
XmlRoot.SetAttribute("level", EditorApplication.currentScene);
XmlDoc.AppendChild(XmlRoot); foreach (Transform tranGroup in parent.transform)
{
XmlElement xmlGroupNode = XmlDoc.CreateElement("Group");
XmlRoot.AppendChild(xmlGroupNode); CreateTransformNode(XmlDoc, xmlGroupNode, tranGroup); foreach (Transform tranNode in tranGroup.transform)
{
XmlElement xmlNode = XmlDoc.CreateElement("Node");
xmlGroupNode.AppendChild(xmlNode); CreateTransformNode(XmlDoc, xmlNode, tranNode);
CreateMeshNode(XmlDoc, xmlNode, tranNode);
}
} string path = savePath + "Scene/";
if (Directory.Exists(path) == false)
Directory.CreateDirectory(path);
string levelPath = EditorApplication.currentScene;
string levelName = levelPath.Substring(levelPath.LastIndexOf('/') + , levelPath.LastIndexOf('.') - levelPath.LastIndexOf('/') - );
XmlDoc.Save(path + "Xml" + levelName + ".xml");
XmlDoc = null;
} private static void CreateTransformNode(XmlDocument XmlDoc, XmlElement xmlNode, Transform tran)
{
if (XmlDoc == null || xmlNode == null || tran == null)
return; XmlElement xmlProp = XmlDoc.CreateElement("Transform");
xmlNode.AppendChild(xmlProp); xmlNode.SetAttribute("name", tran.name);
xmlProp.SetAttribute("posX", tran.position.x.ToString());
xmlProp.SetAttribute("posY", tran.position.y.ToString());
xmlProp.SetAttribute("posZ", tran.position.z.ToString());
xmlProp.SetAttribute("rotX", tran.eulerAngles.x.ToString());
xmlProp.SetAttribute("rotY", tran.eulerAngles.y.ToString());
xmlProp.SetAttribute("rotZ", tran.eulerAngles.z.ToString());
xmlProp.SetAttribute("scaleX", tran.localScale.x.ToString());
xmlProp.SetAttribute("scaleY", tran.localScale.y.ToString());
xmlProp.SetAttribute("scaleZ", tran.localScale.z.ToString());
} private static void CreateMeshNode(XmlDocument XmlDoc, XmlElement xmlNode, Transform tran)
{
if (XmlDoc == null || xmlNode == null || tran == null)
return; XmlElement xmlProp = XmlDoc.CreateElement("MeshRenderer");
xmlNode.AppendChild(xmlProp); foreach (MeshRenderer mr in tran.gameObject.GetComponentsInChildren<MeshRenderer>(true))
{
if (mr.material != null)
{
XmlElement xmlMesh = XmlDoc.CreateElement("Mesh");
xmlProp.AppendChild(xmlMesh); // 记录Mesh名字和Shader
xmlMesh.SetAttribute("Mesh", mr.name);
xmlMesh.SetAttribute("Shader", mr.material.shader.name); // 记录主颜色
XmlElement xmlColor = XmlDoc.CreateElement("Color");
xmlMesh.AppendChild(xmlColor);
bool hasColor = mr.material.HasProperty("_Color");
xmlColor.SetAttribute("hasColor", hasColor.ToString());
if (hasColor)
{
xmlColor.SetAttribute("r", mr.material.color.r.ToString());
xmlColor.SetAttribute("g", mr.material.color.g.ToString());
xmlColor.SetAttribute("b", mr.material.color.b.ToString());
xmlColor.SetAttribute("a", mr.material.color.a.ToString());
} // 光照贴图信息
XmlElement xmlLightmap = XmlDoc.CreateElement("Lightmap");
xmlMesh.AppendChild(xmlLightmap);
// 是否为static,static的对象才有lightmap信息
xmlLightmap.SetAttribute("IsStatic", mr.gameObject.isStatic.ToString());
xmlLightmap.SetAttribute("LightmapIndex", mr.lightmapIndex.ToString());
xmlLightmap.SetAttribute("OffsetX", mr.lightmapTilingOffset.x.ToString());
xmlLightmap.SetAttribute("OffsetY", mr.lightmapTilingOffset.y.ToString());
xmlLightmap.SetAttribute("OffsetZ", mr.lightmapTilingOffset.z.ToString());
xmlLightmap.SetAttribute("OffsetW", mr.lightmapTilingOffset.w.ToString());
}
}
}

生成的配表结构如下:

......
<Node name="TestObject">
<Transform posX="-25.13055" posY="12.99786" posZ="26.41202" rotX="" rotY="180.6732" rotZ="" scaleX="1.293338" scaleY="1.293338" scaleZ="1.293338" />
<MeshRenderer>
<Mesh Mesh="TestMesh01" Shader="Diffuse">
<Color hasColor="False" />
<Lightmap IsStatic="True" LightmapIndex="" OffsetX="0.06542969" OffsetY="0.06542969" OffsetZ="0.09154129" OffsetW="0.4391975" />
</Mesh>
<Mesh Mesh="TestMesh02" Shader="AlphaTest">
<Color hasColor="True" r="0.5429823" g="0.8897059" b="0.6888453" a="" />
<Lightmap IsStatic="True" LightmapIndex="" OffsetX="0.1435547" OffsetY="0.1435547" OffsetZ="0.3969002" OffsetW="-0.0005607605" />
</Mesh>
</MeshRenderer>
</Node>
......

下一篇讲解根据上述配表生成场景的具体实现...

04-28 19:56