我有這樣的XML(它修剪例如目的)接入和覆蓋XML節點(C#)
<?xml version="1.0" encoding="utf-8"?>
<levels>
<level><!-- level 1 ! -->
<name>Level 1</name>
<title>Title 01</title>
<crystal01>false</crystal01>
<crystal02>false</crystal03>
<crystal02label>Label 1</crystal03label>
<crystal03>false</crystal04>
</level>
<level><!-- level 2 ! -->
<name>Level 2</name>
<title>Title 02</title>
<crystal01>true</crystal01>
<crystal02>true</crystal03>
<crystal02label>Label 2</crystal03label>
<crystal03>false</crystal04>
</level>
</levels>
我用這個腳本將數據加載到一些變量
public class LoadXmlData : MonoBehaviour // the Class
{
public int actualLevel = 1;
static int LevelMaxNumber;
static int WaipointCounter = 0;
public static string lvlname = "";
public static string lvltitle = "";
public static string crystal01 = "";
public static string crystal02 = "";
public static string crystal02label = "";
public static string crystal03 = "";
public TextAsset XMLData;
List<Dictionary<string,string>> levels = new List<Dictionary<string,string>>();
Dictionary<string,string> obj;
void Start()
{ GetLevel();
StartCoroutine(LevelLoadInfo(0.0F));
LevelMaxNumber = levels.Count;
}
public void GetLevel()
{
XmlDocument xmlDoc = new XmlDocument(); // xmlDoc is the new xml document.
xmlDoc.LoadXml(XMLData.text); // load the file.
XmlNodeList levelsList = xmlDoc.GetElementsByTagName("level"); // array of the level nodes.
foreach (XmlNode levelInfo in levelsList)
{
XmlNodeList levelcontent = levelInfo.ChildNodes;
obj = new Dictionary<string,string>();
foreach (XmlNode levelsItens in levelcontent) // levels itens nodes.
{
if(levelsItens.Name == "name")
{
obj.Add("name",levelsItens.InnerText); // put this in the dictionary.
}
if(levelsItens.Name == "title")
{
obj.Add("title",levelsItens.InnerText); // put this in the dictionary.
}
if(levelsItens.Name == "crystal01")
{
obj.Add("crystal01",levelsItens.InnerText); // put this in the dictionary.
}
if(levelsItens.Name == "crystal02")
{
obj.Add("crystal02",levelsItens.InnerText); // put this in the dictionary.
}
if(levelsItens.Name == "crystal02label")
{
obj.Add("crystal02label",levelsItens.InnerText); // put this in the dictionary.
}
if(levelsItens.Name == "crystal03")
{
obj.Add("crystal03",levelsItens.InnerText); // put this in the dictionary.
}
}
levels.Add(obj); // add whole obj dictionary in the levels[].
}
}
IEnumerator LevelLoadInfo(float Wait)
{
levels[actualLevel-1].TryGetValue("name",out lvlname);
levels[actualLevel-1].TryGetValue("title",out lvltitle);
levels[actualLevel-1].TryGetValue("crystal01",out crystal01);
levels[actualLevel-1].TryGetValue("crystal02",out crystal02);
levels[actualLevel-1].TryGetValue("crystal02label",out crystal02label);
levels[actualLevel-1].TryGetValue("crystal03",out crystal03);
yield return new WaitForSeconds(Wait);
}
void Update()
{
}
}
一切工作正常,但即時通訊真的掙扎了幾天,使一個功能訪問某個節點,ovewrite它的數據和保存xml,我知道這是一件簡單的事情,但我沒有得到它(我是一個3D藝術家,即時編程自去年以來,所以還處於學習階段),例如,我如何編輯文件中的「crystal02」值vel 2並保存xml? 在此先感謝!
我強烈建議使用Linq來代替XML。 – Alireza 2014-10-12 14:19:53