【UE4 C++】 解析与构建 Json 数据

时间:2023-12-28 17:46:26

准备条件

Json 格式

{
"Players":[
{
"Name": "Player1",
"health": 200,
"icon": "Texture2D'/Game/FourEvilDragonsHP/Textures/DragonTheUsurper/BlueHPTex.BlueHPTex'"
},
{
"Name": "Player2",
"health": 90,
"icon": "Texture2D'/Game/FourEvilDragonsHP/Textures/DragonTheSoulEater/BlueHPTex.BlueHPTex'"
},
{
"Name": "Player3",
"health": 150,
"icon": "None"
}
]
}

UE4 添加Json模块

Build.cs中将Json模块导入

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "Json" });

数据说明

FJsonObject

  • 表示一个Json对象,可以作为值 嵌套

  • 读取数据相关节点

    TSharedPtr<FJsonValue> TryGetField( const FString& FieldName )
    
    bool HasField( const FString& FieldName)
    
    double GetNumberField(const FString& FieldName)
    int32 GetIntegerField(const FString& FieldName) bool TryGetNumberField(const FString& FieldName, double& OutNumber)
    bool TryGetNumberField(const FString& FieldName, int32& OutNumber)
    bool TryGetNumberField(const FString& FieldName, uint32& OutNumber)
    bool TryGetNumberField(const FString& FieldName, int64& OutNumber) FString GetStringField(const FString& FieldName)
    bool TryGetStringField(const FString& FieldName, FString& OutString)
    bool TryGetStringArrayField(const FString& FieldName, TArray<FString>& OutArray) bool TryGetEnumArrayField(const FString& FieldName, TArray<TEnum>& OutArray) bool GetBoolField(const FString& FieldName)
    bool TryGetBoolField(const FString& FieldName, bool& OutBool) const TArray< TSharedPtr<FJsonValue> >& GetArrayField(const FString& FieldName)
    bool TryGetArrayField(const FString& FieldName, const TArray< TSharedPtr<FJsonValue> >*& OutArray) const TSharedPtr<FJsonObject>& GetObjectField(const FString& FieldName)
    bool TryGetObjectField(const FString& FieldName, const TSharedPtr<FJsonObject>*& OutObject)
  • 存储数据的节点

    void SetField( const FString& FieldName, const TSharedPtr<FJsonValue>& Value )
    
    void RemoveField(const FString& FieldName);
    
    void SetNumberField( const FString& FieldName, double Number )
    
    void SetStringField( const FString& FieldName, const FString& StringValue )
    
    void SetBoolField( const FString& FieldName, bool InValue )
    
    void SetArrayField( const FString& FieldName, const TArray< TSharedPtr<FJsonValue> >& Array )
    
    void SetObjectField( const FString& FieldName, const TSharedPtr<FJsonObject>& JsonObject )

FJsonValue

读取 Json 数据

本地读取

  • 注意 JsonReader 的类型 TSharedRef<TJsonReader<>>,使用 TJsonReaderFactory<>::Create 创建

  • 使用 FJsonSerializer::Deserialize 将 Json String 转成 JsonObject

  • FJsonValue 可以再度转化城成FJsonObject,或者直接提取 基本类型数据

    FString JsonPath = FPaths::ProjectDir() + TEXT("DataDrive/UserInfo.json");
    JsonPath = FPaths::ConvertRelativePathToFull(JsonPath);
    if (FPlatformFileManager::Get().GetPlatformFile().FileExists(*JsonPath))
    {
    UKismetSystemLibrary::PrintString(GetWorld(), *JsonPath);
    FString JsonData;
    FFileHelper::LoadFileToString(JsonData, *JsonPath); // FString 转 JsonObj
    TSharedRef<TJsonReader<>> JsonReader = TJsonReaderFactory<>::Create(JsonData);
    TSharedPtr<FJsonObject> RootJsonObj = MakeShareable(new FJsonObject);
    if (FJsonSerializer::Deserialize(JsonReader, RootJsonObj))
    {
    UE_LOG(LogTemp, Warning, TEXT("JsonData:%s"), *JsonData );
    const TArray< TSharedPtr<FJsonValue> >* members;
    if (RootJsonObj->TryGetArrayField(TEXT("Players"),members))
    {
    for (TSharedPtr<FJsonValue> item: * members)
    {
    TSharedPtr<FJsonObject>itemObjet = item->AsObject();
    UE_LOG(LogTemp, Warning, TEXT("name:%s health:%d"), *itemObjet->GetStringField(TEXT("Name")),itemObjet->GetIntegerField(TEXT("health")) );
    }
    }
    }
    else
    UKismetSystemLibrary::PrintString(GetWorld(), TEXT("FJsonSerializer::Deserialize Failed!"));
    }

    【UE4 C++】 解析与构建 Json 数据

    网络读取 Json

    • 与本地类似,但是通过 URL 获取 Json 数据
    • 可以使用 VaRest 插件,支持读写

写入 Json 数据

基本类型构造 Json 数据

  • 注意 Write 类型为 TSharedRef<TJsonWriter<>>,使用 TJsonWriterFactory<>::Create() 创建

  • 步骤

    • WriteObjectStart
    • WriteValue 普通字段
    • 数组字段
      • WriteArrayStart
      • WriteObjectStart
      • WriteValue (可以多个字段)
      • WriteObjectEnd
      • WriteArrayEnd
    • WriteObjectEnd
    • Close();
  • 代码实现

    struct Info {
    FString name;
    int32 health;
    }; FString InfoCategory = "Player State";
    TArray<Info> Players;
    struct Info info; info.name = TEXT("城主"); info.health = 30; Players.Add(info); info.name = TEXT("白月魁"); info.health = 200; Players.Add(info); info.name = TEXT("临渊者"); info.health = 999; Players.Add(info); FString OutJsonData;
    TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&OutJsonData);
    //TSharedRef<TJsonWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR>>> Writer = TJsonWriterFactory< TCHAR, TCondensedJsonPrintPolicy<TCHAR> >::Create(&OutJsonData); Writer->WriteObjectStart(); // JSON对象开始
    Writer->WriteValue(L"category", InfoCategory); // 填充普通字段 Writer->WriteArrayStart(L"players"); // Json 数组字段开始
    for (Info player : Players)
    {
    Writer->WriteObjectStart();
    Writer->WriteValue(L"name", player.name); // 填充普通字段
    Writer->WriteValue(L"health", player.health); // 填充普通字段
    Writer->WriteObjectEnd();
    }
    Writer->WriteArrayEnd(); // Json 数组字段结束
    Writer->WriteObjectEnd(); //JSON对象结束
    Writer->Close(); UE_LOG(LogTemp, Warning, TEXT("JsonData:%s"), *OutJsonData );

    【UE4 C++】 解析与构建 Json 数据

FJsonObject 构造 Json 数据

  • 主要 FJsonObject 转 JsonValue

  • FJsonSerializer::Serialize 将 FJsonObject 转 FString

    TSharedPtr<FJsonObject> JsonObject = MakeShareable(new FJsonObject);
    TArray<TSharedPtr<FJsonValue>> PlayersData; TSharedPtr<FJsonObject> Player1 = MakeShareable(new FJsonObject);
    Player1->SetStringField(TEXT("name"), TEXT("城主"));
    Player1->SetNumberField(TEXT("health"), 30);
    Player1->SetStringField(TEXT("icon"), TEXT(""));
    PlayersData.Add(MakeShareable(new FJsonValueObject(Player1))); TSharedPtr<FJsonObject> Player2 = MakeShareable(new FJsonObject);
    Player2->SetStringField(TEXT("name"), TEXT("白月魁"));
    Player2->SetNumberField(TEXT("health"), 200);
    Player2->SetStringField(TEXT("icon"), TEXT(""));
    PlayersData.Add(MakeShareable(new FJsonValueObject(Player2))); TSharedPtr<FJsonObject> Player3 = MakeShareable(new FJsonObject);
    Player3->SetStringField(TEXT("name"), TEXT("临渊者"));
    Player3->SetNumberField(TEXT("health"), 999);
    Player3->SetStringField(TEXT("icon"), TEXT(""));
    PlayersData.Add(MakeShareable(new FJsonValueObject(Player3))); JsonObject->SetArrayField(TEXT("players"), PlayersData); FString OutJsonData;
    TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&OutJsonData);
    FJsonSerializer::Serialize(JsonObject.ToSharedRef(), Writer); UE_LOG(LogTemp, Warning, TEXT("JsonData:%s"), *OutJsonData );

参考