Пример #1
0
    // 导出 Splat 地形 Xml 配置文件
    public void exportSplatXml()
    {
        string path = string.Format("{0}/{1}/{2}.xml", Application.dataPath, "Resources/TerrainData", mTerrainId);

        int            idx        = 0;
        string         fileName   = "";
        SplatPrototype splatLayer = null;
        Vector2        tileSize;
        string         resPath = "";
        string         xmlStr  = "";
        string         tmp     = "";

        // 头信息
        xmlStr += "<?xml version='1.0' encoding='utf-8' ?>\r\n";
        // 开始标签
        xmlStr += "<Config>\r\n";

        // 输出 Splat 贴图名字
        for (idx = 0; idx < terrainData.splatPrototypes.Length; ++idx)
        {
            splatLayer = terrainData.splatPrototypes[idx];
            resPath    = AssetDatabase.GetAssetPath(splatLayer.texture);
            // 保存目录
            fileName = UtilPath.getFileNameNoPath(resPath);
            tileSize = splatLayer.tileSize;
            tmp      = string.Format("\t<SplatMapName name=\"Materials/Textures/Terrain/{0}\" worldSize=\"{1}\" />\r\n", fileName, tileSize.x / 2);
            xmlStr  += tmp;
        }

        // 输出 Alpha Map
        for (idx = 0; idx < terrainData.alphamapTextures.Length; ++idx)
        {
            tmp     = string.Format("\t<AlphaMapName name=\"Materials/Textures/Terrain/{0}_{1}_{2}.png\" />\r\n", "AlphaMap", mTerrainId, idx);
            xmlStr += tmp;
        }

        // 输出高度数据
        tmp     = string.Format("\t<HeightDataName name=\"TerrainData/{0}_{1}.bytes\" />\r\n", mHeightMapNamePrefix, mTerrainId);
        xmlStr += tmp;

        // 输出地形大小信息
        tmp     = string.Format("\t<WorldSize Width=\"{0}\" Depth=\"{1}\" Height=\"{2}\" />\r\n", terrainData.size.x, terrainData.size.z, terrainData.size.y);
        xmlStr += tmp;

        // 输出批次大小
        tmp     = string.Format("\t<BatchSize Max=\"{0}\" Min=\"{1}\" />\r\n", 9, 5);
        xmlStr += tmp;

        // 输出高度图分辨率
        tmp     = string.Format("\t<HeightMapResolution Size=\"{0}\" />\r\n", terrainData.heightmapResolution);
        xmlStr += tmp;

        // 结束标签
        xmlStr += "</Config>";

        UtilPath.saveStr2File(xmlStr, path, Encoding.UTF8);
    }
Пример #2
0
    // 导出地形 Xml 配置文件
    public void exportXml()
    {
        string         path       = string.Format("{0}/{1}/{2}.xml", Application.dataPath, "Resources/TerrainData", mTerrainId);
        string         fileName   = "";
        SplatPrototype splatLayer = null;
        string         resPath    = "";
        string         xmlStr     = "";
        string         tmp        = "";

        // 头信息
        xmlStr += "<?xml version='1.0' encoding='utf-8' ?>\r\n";
        // 开始标签
        xmlStr += "<Config>\r\n";

        // 输出 Diffuse 贴图名字
        if (terrainData.splatPrototypes.Length > 0)
        {
            splatLayer = terrainData.splatPrototypes[0];
            resPath    = AssetDatabase.GetAssetPath(splatLayer.texture);
            // 保存目录
            fileName = UtilPath.getFileNameNoPath(resPath);
            tmp      = string.Format("\t<SplatMapName name=\"Materials/Textures/Terrain/{0}\" />\r\n", fileName);
            xmlStr  += tmp;
        }

        // 输出高度数据
        tmp     = string.Format("\t<HeightMapName name=\"Materials/Textures/Terrain/{0}_{1}.png\" />\r\n", mHeightMapNamePrefix, mTerrainId);
        xmlStr += tmp;

        // 输出高度数据
        tmp     = string.Format("\t<HeightDataName name=\"TerrainData/{0}_{1}.bytes\" />\r\n", mHeightMapNamePrefix, mTerrainId);
        xmlStr += tmp;

        // 输出地形大小信息
        tmp     = string.Format("\t<WorldSize Width=\"{0}\" Depth=\"{1}\" Height=\"{2}\" />\r\n", terrainData.size.x, terrainData.size.z, terrainData.size.y);
        xmlStr += tmp;

        // 结束标签
        xmlStr += "</Config>";

        UtilPath.saveStr2File(xmlStr, path, Encoding.UTF8);
    }