我正试图让我的WriteData()函数以JSON格式保存场景中多个对象的信息。然而,我面临的问题是,我的写入器只保存了构成我的地板的一个单元的初始坐标,而不是保存地板的所有坐标。
我目前有带标签的预制件,我正在寻找并将其存储到一个gameobject数组中。然后用foreach循环去查看每个游戏对象数组,得到相关信息,将其分配到我创建的可序列化类中的数据中,然后追加到JSON文件中。在这个过程中,它也是将数据保存为单独的JSON字符串,而不是一个连接的字符串。
这是我第一次使用JSON Unity的JSON Utility,所以希望得到任何帮助。
下面是我目前使用的脚本的相关部分。
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
public class GameManager : MonoBehaviour
{
//used to calculate the rate at which data is collected and written to file
public float sampleRate = 1f;
//name of the file when writing data
string fileName;
SaveData saveData; //save data class object
//fields for retrieving the data about dynamic humans in the scene
GameObject[] dynamicHumanTarget;
string newDynamicHumanId;
Vector3 newDynamicHumanPosition = new Vector3();
Vector3 newDynamicHumanRotation = new Vector3();
//fields for retrieving the data about static humans in the scene;
GameObject[] staticHumanTarget;
string newStaticHumanId;
Vector3 newStaticHumanPosition = new Vector3();
Vector3 newStaticHumanRotation = new Vector3();
//fields for retrieving the data about static humans in the scene;
GameObject[] staticObjectTarget;
string newStaticObjectId;
Vector3 newStaticObjectPosition = new Vector3();
Vector3 newStaticObjectRotation = new Vector3();
//fields for retrieving the data about the target in the scene;
GameObject[] targets;
string newTargetId;
Vector3 newTargetPosition = new Vector3();
Vector3 newTargetRotation = new Vector3();
//fields for retrieving the data about the target in the scene;
GameObject[] rooms;
//string newWallId;
IntVector2 newRoomCoordinates = new IntVector2();
//called before the simulation is executed
void Start()
{
fileName = "/SimulationData_" + System.DateTime.Now.ToString("dd-MM-yyyy_hh-mm-ss") + ".json";
saveData = new SaveData();
dynamicHumanTarget = GameObject.FindGameObjectsWithTag("DynamicHuman");
staticHumanTarget = GameObject.FindGameObjectsWithTag("StaticHuman");
staticObjectTarget = GameObject.FindGameObjectsWithTag("StaticObject");
targets = GameObject.FindGameObjectsWithTag("Target");
rooms = GameObject.FindGameObjectsWithTag("Cell");
}
//called to update the simulation
void Update()
{
GetDynamicHumanData();
GetStaticHumanData();
GetStaticObjectData();
GetTargetData();
GetWallData();
StartWriter();
}
public void WriteData()
{
string path = Application.persistentDataPath + fileName;
if (!File.Exists(path))
{
File.WriteAllText(path, "");
}
//robot
saveData.robotID = robotInstance.robotID;
saveData.robotPosition = robotInstance.transform.position;
saveData.robotRotation = robotInstance.transform.eulerAngles;
//dynamic humans
saveData.dynamicHumanId = newDynamicHumanId;
saveData.dynamicHumanPosition = newDynamicHumanPosition;
saveData.dynamicHumanRotation = newDynamicHumanRotation;
///static humans
saveData.staticHumanId = newStaticHumanId;
saveData.staticHumanPosition = newStaticHumanPosition;
saveData.staticHumanRotation = newStaticHumanRotation;
//static objects
saveData.staticObjectId = newStaticObjectId;
saveData.staticObjectPosition = newStaticObjectPosition;
saveData.staticObjectRotation = newStaticObjectRotation;
//room objects
saveData.roomCoordinates = newRoomCoordinates;
string json = JsonUtility.ToJson(saveData);
Debug.Log(json);
File.AppendAllText(path, json);
}
void GetWallData()
{
foreach (GameObject room in rooms)
{
// newWallId = room.GetComponent<MazeWall>().id;
newRoomCoordinates = room.GetComponent<MazeCell>().coordinates;
}
}
void GetTargetData()
{
foreach (GameObject target in targets)
{
newTargetId = target.GetComponent<Target>().id;
newTargetPosition = target.transform.position;
newTargetRotation = target.transform.eulerAngles;
}
}
void GetStaticObjectData()
{
foreach (GameObject staticObject in staticObjectTarget)
{
newStaticObjectId = staticObject.GetComponent<StaticObject>().id;
newStaticObjectPosition = staticObject.transform.position;
newStaticObjectRotation = staticObject.transform.eulerAngles;
}
}
void GetStaticHumanData()
{
foreach (GameObject staticHuman in staticHumanTarget)
{
newStaticHumanId = staticHuman.GetComponent<StaticHuman>().id;
newStaticHumanPosition = staticHuman.transform.position;
newStaticHumanRotation = staticHuman.transform.eulerAngles;
}
}
void GetDynamicHumanData()
{
foreach (GameObject dynamicHuman in dynamicHumanTarget)
{
newDynamicHumanId = dynamicHuman.GetComponent<DynamicHuman>().id;
newDynamicHumanPosition = dynamicHuman.transform.position;
newDynamicHumanRotation = dynamicHuman.transform.eulerAngles;
}
}
//start the data writer and repeatedly invoke it based on the sample rate
public void StartWriter()
{
InvokeRepeating("WriteData", 0, 1 / sampleRate);
}
//stops the data writer
public void StopWriter()
{
CancelInvoke();
}
}
[System.Serializable]
public class SaveData
{
//room positions
public IntVector2 roomCoordinates;
//target position
public string targetId;
public Vector3 targetPosition;
public Vector3 targetRotation;
//static objects e.g chairs
public string staticObjectId;
public Vector3 staticObjectPosition;
public Vector3 staticObjectRotation;
//static humans
public string staticHumanId;
public Vector3 staticHumanPosition;
public Vector3 staticHumanRotation;
//dynamic humans
public string dynamicHumanId;
public Vector3 dynamicHumanPosition;
public Vector3 dynamicHumanRotation;
//robot data
public string robotID;
public Vector3 robotPosition;
public Vector3 robotRotation;
}
我的JSON文件的示例片段。
{
"roomCoordinates": {
"x": 2,
"z": 2
},
"targetId": "",
"targetPosition": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"targetRotation": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"staticObjectId": "Chair",
"staticObjectPosition": {
"x": 0.5,
"y": 0.0,
"z": 1.5
},
"staticObjectRotation": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"staticHumanId": "StaticHuman",
"staticHumanPosition": {
"x": -1.5,
"y": 0.0,
"z": -4.5
},
"staticHumanRotation": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"dynamicHumanId": "DynamicHuman",
"dynamicHumanPosition": {
"x": -1.149653673171997,
"y": 0.10249999165534973,
"z": 3.8513429164886476
},
"dynamicHumanRotation": {
"x": 0.0,
"y": 40.97020721435547,
"z": 0.0
},
"robotID": "Robot",
"robotPosition": {
"x": 2.5047712326049806,
"y": 0.07088841497898102,
"z": -3.4777321815490724
},
"robotRotation": {
"x": 359.7475891113281,
"y": 359.37066650390627,
"z": -0.003071203362196684
}
}{
"roomCoordinates": {
"x": 2,
"z": 2
},
"targetId": "",
"targetPosition": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"targetRotation": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"staticObjectId": "Chair",
"staticObjectPosition": {
"x": 0.5,
"y": 0.0,
"z": 1.5
},
"staticObjectRotation": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"staticHumanId": "StaticHuman",
"staticHumanPosition": {
"x": -1.5,
"y": 0.0,
"z": -4.5
},
"staticHumanRotation": {
"x": 0.0,
"y": 0.0,
"z": 0.0
},
"dynamicHumanId": "DynamicHuman",
"dynamicHumanPosition": {
"x": -0.9079896807670593,
"y": 0.1025000512599945,
"z": 4.286510944366455
},
"dynamicHumanRotation": {
"x": 0.0,
"y": 20.490304946899415,
"z": 0.0
},
"robotID": "Robot",
"robotPosition": {
"x": 2.4922380447387697,
"y": 0.07088327407836914,
"z": -3.2451395988464357
},
"robotRotation": {
"x": 359.7496032714844,
"y": 357.0594177246094,
"z": 359.7879638671875
}
}
感谢BugFinder的提示,你需要封装数组,因为json实用程序不支持数组,请看这个。
https:/answers.unity.comquestions1123326jsonutility-array-not-supported.html。
因此,您可以循环浏览您的人类、机器人、目标、对象等,并将它们添加到一个数组中,然后将该数组包裹到您的SaveData对象中。更多信息。
https:/forum.unity.comthreadsjson-utility-save-and-load-a-list.488263#post-3185216)。