Unity学习笔记--读取txt数据并绘制

Unity学习笔记–读取txt数据并绘制

unity的场景制作中,我们有时候需要使用大量的数据来生成我们的场景,当数据行为几千行至几万行的时候,直接调用json与txt数据更为方便,今天做下txt文档数据的使用总结。

1. 文档内容格式

文档是我们某处的位置数据,1@表示第一组,后面跟的是X、Y坐标,然后是高度范围。最后的字母表示形状标识如第一行表示第一组数据,坐标为(47056,-15464)高度为20-30之间形状为P类型的一块地方。
在这里插入图片描述
在unity场景下画出类似地图一样的网格
在这里插入图片描述

##2. 内容读取与处理
新建TextAsset然后自己起个名字。调用的内容最好都放在Resources里,方便使用:
TextAsset text = Resources.Load(“ENC_DEPARE_POLYGON”);

按自己的需求使用Split将文档拆分并存储,
string[] arr = cowNo[i].Split(’@’);
string[] posArr = arr[1].Split(’,’);
float x = float.Parse(posArr[0]);
float z = float.Parse(posArr[1]);
float depth = float.Parse(posArr[3]);
string typeStr = posArr[4].Trim();

##3. 使用LineRenderer绘制

lineRenderer.startColor = Color.blue;//设置起始颜色
lineRenderer.endColor = Color.blue;//设置结束颜色
lineRenderer.startWidth = 20;//设置起始宽度
lineRenderer.endWidth = 20;//结束宽度
lineRenderer.material= SetColor(depth);//根据高度(深度)值选择颜色,这句是自己定义的函数
lineRenderer.positionCount = n;//设置点的全部数量
lineRenderer.SetPosition();//设置位置

##4. 补充Dictionary的使用
当我们有很多数据要频繁调用的时候,使用Dictionary可以大大方便我们的工作:
可以理解为key到value的映射。
Dictionary<key, value> Dict = new Dictionary<key, value>();
当读取到Dict[key]时,便可直接调用映射的value值;
##5. 完整代码

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;

public class DrawLine2 : MonoBehaviour
{
    
    
   
    private List<Material> lineRdrMaterials = new List<Material>();

     Dictionary<int, Dictionary<LineType, LineRenderer>> lineRdrDict = new Dictionary<int, 
         Dictionary<LineType, LineRenderer>>();//使用了二级Dictionary;
    
    // Start is called before the first frame update
    void Start()
    {
    
    
        lineRdrMaterials.Add(Resources.Load<Material>("line0"));
        lineRdrMaterials.Add(Resources.Load<Material>("line1"));
        lineRdrMaterials.Add(Resources.Load<Material>("line2"));
        lineRdrMaterials.Add(Resources.Load<Material>("line3"));
        lineRdrMaterials.Add(Resources.Load<Material>("line4"));
        lineRdrMaterials.Add(Resources.Load<Material>("line5"));
       
        DealText();
    }

    void DealText()
    {
    
    
        TextAsset text = Resources.Load<TextAsset>("ENC_DEPARE_POLYGON");
        string[] cowNo = text.ToString().Split('\n');
       
        for (int i = 0; i < cowNo.Length; i++)
        {
    
    
            string[] arr = cowNo[i].Split('@');
            int ID = int.Parse(arr[0]);
            string[] posArr = arr[1].Split(',');
            float x = float.Parse(posArr[0]);
            float z = float.Parse(posArr[1]);
            float depth = float.Parse(posArr[3]);
            string typeStr = posArr[4].Trim();//Trim:去掉前后空格;
            LineType lineType = GetLintType(typeStr);
            // pos.Add(new Vector3(x, 0, z));
            
            List<Vector3> pos = new List<Vector3>();
            if (lineRdrDict.ContainsKey(ID - 1))
            {
    
    
                if (lineRdrDict[ID - 1].ContainsKey(lineType))
                {
    
    
                    lineRdrDict[ID - 1][lineType].positionCount++;
                    lineRdrDict[ID - 1][lineType].SetPosition(lineRdrDict[ID - 1][lineType].positionCount - 1, new Vector3(x, 0, z));
                }
                else
                {
    
    
                    GameObject typeObj = new GameObject();
                    typeObj.transform.parent = this.transform;
                    typeObj.name = "seaLineID:" + lineType;
                    lineRdrDict[ID - 1][lineType] = typeObj.AddComponent<LineRenderer>();

                    lineRdrDict[ID - 1][lineType].startColor = Color.red;
                    lineRdrDict[ID - 1][lineType].endColor = Color.red;
                    lineRdrDict[ID - 1][lineType].startWidth = 20;
                    lineRdrDict[ID - 1][lineType].endWidth = 20;
                    
                    lineRdrDict[ID - 1][lineType].material = SetColor(depth);
                    lineRdrDict[ID - 1][lineType].positionCount = 1;
                    lineRdrDict[ID - 1][lineType].SetPosition(lineRdrDict[ID - 1][lineType].positionCount - 1, new Vector3(x, 0, z));
                }
            }
            else
            {
    
    
                lineRdrDict[ID - 1] = new Dictionary<LineType, LineRenderer>();
                if (lineRdrDict[ID - 1].ContainsKey(lineType))
                {
    
    

                    lineRdrDict[ID - 1][lineType].positionCount++;
                    lineRdrDict[ID - 1][lineType].SetPosition(lineRdrDict[ID - 1][lineType].positionCount - 1, new Vector3(x, 0, z));
                }
                else
                {
    
    
                    GameObject typeObj = new GameObject();
                    lineRdrDict[ID - 1][lineType] = typeObj.AddComponent<LineRenderer>();
                    typeObj.transform.parent = this.transform;
                    typeObj.name = "seaLineID:" + lineType;

                    lineRdrDict[ID - 1][lineType].startColor = Color.blue;
                    lineRdrDict[ID - 1][lineType].endColor = Color.blue;
                    lineRdrDict[ID - 1][lineType].startWidth = 20;
                    lineRdrDict[ID - 1][lineType].endWidth = 20;
                    lineRdrDict[ID - 1][lineType].material= SetColor(depth);
                    lineRdrDict[ID - 1][lineType].positionCount = 1;
                    lineRdrDict[ID - 1][lineType].SetPosition(lineRdrDict[ID - 1][lineType].positionCount - 1, new Vector3(x, 0, z));

                }
            }

        }
    }
    private LineType GetLintType(string type)
    {
    
    
        LineType lineType;
        switch (type)
        {
    
    
            case "p":
                lineType = LineType.p;
                break;
            case "h0":
                lineType = LineType.h0;
                break;
            case "h1":
                lineType = LineType.h1;
                break;
            case "h2":
                lineType = LineType.h2;
                break;
            case "h3":
                lineType = LineType.h3;
                break;
            case "h4":
                lineType = LineType.h4;
                break;
            case "h5":
                lineType = LineType.h5;
                break;
            case "h6":
                lineType = LineType.h6;
                break;
            case "h7":
                lineType = LineType.h7;
                break;
            case "h8":
                lineType = LineType.h8;
                break;
            case "h9":
                lineType = LineType.h9;
                break;
            case "h10":
                lineType = LineType.h10;
                break;
            case "h11":
                lineType = LineType.h11;
                break;
            case "h12":
                lineType = LineType.h12;
                break;
            default:
                lineType = LineType.p;
                break;
        }
        return lineType;
    }
 
    private Material SetColor(float depth)
    {
    
    
        Material material;
        if (depth <= 2)      material = lineRdrMaterials[0];
        else if (depth <= 5) material = lineRdrMaterials[1];
        else if (depth <= 10)material = lineRdrMaterials[2];
        else if (depth <= 20)material = lineRdrMaterials[3];
        else if (depth <= 30)material = lineRdrMaterials[4];
        else material = lineRdrMaterials[5];
        return material;
    }
}

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转载自blog.csdn.net/qq_42434073/article/details/108440685