void ObjectToJson()
    {
        string path = Path.Combine(Application.streamingAssetsPath, "2.txt");

        path = path.Replace(@"\", @"/");
        ModelBaseInfo mbi = new ModelBaseInfo()
        {
            name = "活塞连杆组", code = "huosailianganzu", content = "活塞的基本构造可分顶部,头部和裙部三部分", modeltype = "AB",
            mp3  = "music", tip = "tip", ModuleInforList = new List <ModuleInfo>()
            {
                new ModuleInfo {
                    name = "123", type = "run", code = "code", content = "活塞的基本构造可分顶部", mp3 = "讲解音频路径"
                }
            }
        };
        string jsonStr = JsonMapper.ToJson(mbi);

        if (!File.Exists(path))
        {
            File.Create(path);
        }


        //byte[] byteContent=Encoding.UTF8.GetBytes(jsonStr);
        File.WriteAllText(path, jsonStr);
#if UNITY_EDITOR
        //UnityEditor.AssetDatabase.ImportAsset("StreamingAssets/2.txt");
        UnityEditor.AssetDatabase.Refresh();
        UnityEditor.EditorApplication.isPlaying = false;
#endif
    }
    void JsonToObject()
    {
        string path    = Path.Combine(Application.streamingAssetsPath, "1.txt");
        string jsonStr = File.ReadAllText(path);

        Debug.Log(jsonStr);
        ModelBaseInfo mbi = JsonMapper.ToObject <ModelBaseInfo>(jsonStr);

        Debug.Log(mbi.mp3);
    }
Esempio n. 3
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    /// <summary>
    /// 把已经加载的模型资源与Node进行关联
    /// </summary>
    /// <param name="modelPath"></param>
    /// <param name="node"></param>
    /// <param name="modelInfo"></param>
    void AssignModelToNode(string modelPath, ModelNode node, ModelBaseInfo modelInfo)
    {
        foreach (var frameName in modelInfo.frames)
        {
            var framePath = string.Format("{0}/{1}", modelPath, frameName);
            var frame     = GetFrame(framePath);
            node.AssignFrame(ModelNode.NameToId(frameName), frame);
        }

        foreach (var animationName in modelInfo.actions.Keys)
        {
            var animationPath = string.Format("{0}/{1}", modelPath, animationName);
            var animation     = GetAnimation(animationPath);
            node.AssignAnimation(ModelNode.NameToId(animationName), animation);
        }
    }