Unity 用C#脚本读取JSON文件数据

时间:2023-03-08 22:48:41
Unity 用C#脚本读取JSON文件数据

  读取JSON文件数据网上有很多方法吗,这里采用SimpleJSON,关于SimpleJSON的介绍参考以下链接:http://wiki.unity3d.com/index.php/SimpleJSON,使用之前要先导入SimpleJSON的相关文件。

JSON文件名:achieve.json,文件内容:

{

"30002":{"achieve_id":30002,"achieve_name":"连胜","achieve_race":3,"achieve_type":41,"achieve_des":"排位赛连续胜利10场","achieve_gold":20,"achieve_times":10,"image":"athletics_2"},
"30003":{"achieve_id":30003,"achieve_name":"百战百胜","achieve_race":3,"achieve_type":41,"achieve_des":"排位赛连续胜利100场","achieve_gold":100,"achieve_times":100,"image":"athletics_3"},
"30004":{"achieve_id":30004,"achieve_name":"不屈","achieve_race":3,"achieve_type":42,"achieve_des":"排位赛连续失败10场","achieve_gold":5,"achieve_times":10,"image":"athletics_4"} }

这里直接贴出脚本代码:

ConfigAchieve类代码:

using UnityEngine;
using System.Collections; using SimpleJSON; public class ConfigAchieve
{
private Hashtable hash = new Hashtable(); // 从Json文件中载入信息保存至Hashtable
public void loadFromJson(JSONNode data)
{
if (data == null)
Debug.Log("read faild");
else
{
for(int i= ; i<data.Count; i++)
{
ConfigAchieveItem node = new ConfigAchieveItem(); node.Id = data [i] ["achieve_id"];
node.Name = data [i] ["achieve_name"];
node.Race = data [i] ["achieve_race"];
node.Type = data [i] ["achieve_type"];
node.Des = data [i] ["achieve_des"];
node.Gold = data [i] ["achieve_gold"];
node.Times = data [i] ["achieve_times"];
node.Image = data [i] ["image"]; hash.Add(node.Id, node);
}
}
} // 从Hashtable中返回键为key的值
public ConfigAchieveItem GetItem(string key)
{
ConfigAchieveItem itemAchieve = (ConfigAchieveItem)hash[key];
return itemAchieve;
}
}

ConfigAchieve

ConfigAchieveItem类代码:

using System;
using SimpleJSON; public class ConfigAchieveItem
{
private string _configId = "";
private string _configName = "";
private string _configRace = "";
private string _configType = "";
private string _configDes = "";
private string _configGold = "";
private string _configTimes = "";
private string _configImage = ""; public string Id
{
get { return _configId; }
set { _configId = value; }
} public string Name
{
get { return _configName; }
set { _configName = value; }
} public string Race
{
get { return _configRace; }
set { _configRace = value; }
} public string Type
{
get { return _configType; }
set { _configType = value; }
} public string Des
{
get { return _configDes; }
set { _configDes = value; }
} public string Gold
{
get { return _configGold; }
set { _configGold = value; }
} public string Times
{
get { return _configTimes; }
set { _configTimes = value; }
} public string Image
{
get { return _configImage; }
set { _configImage = value; }
} public void loadDataFromJson(ConfigAchieve achieve, string key)
{
ConfigAchieveItem temp = (ConfigAchieveItem)achieve.GetItem(key); _configId = temp.Id;
_configName = temp.Name;
_configRace = temp.Race;
_configType = temp.Type;
_configDes = temp._configDes;
_configGold = temp.Gold;
_configTimes = temp.Times;
_configImage = temp.Image;
}
}

ConfigAchieveItem

ConfigManager类代码:

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using SimpleJSON; public class ConfigManager : MonoBehaviour
{
public ConfigAchieve _config_achieve = new ConfigAchieve(); // Use this for initialization
void Start()
{
Test(); // 测试函数
} // Update is called once per frame
void Update()
{
} // 打开对应路径的json文件
public JSONNode jsonFromFile(string filename)
{
JSONNode json_object = null;
TextAsset filePath = (TextAsset)Resources.Load(filename); if (filePath == null) // Json文件读取失败,打印日志
Debug.Log("find json file faild!");
else
json_object = JSON.Parse(filePath.text); // 转为json格式 return json_object;
} public void Test()
{
_config_achieve.loadFromJson(jsonFromFile("Config/achieve"));
ConfigAchieveItem temp = _config_achieve.GetItem(""); Debug.Log("id = " + temp.Id + " name = " + temp.Name);
Debug.Log("race = " + temp.Race + " type = " + temp.Type);
Debug.Log("des = " + temp.Des + " gold = " + temp.Gold);
Debug.Log("times = " + temp.Times + " image = " + temp.Image);
}
}

ConfigManager  

  其中ConfigManager用来控制打开json文件,ConfigAchieve用来读取数据,ConfigAchieveItem用来保存每条数据然后就可以用代码中的Test函数来测试读取是否正确。(很久了,大概是这个样子~~)