最近破解一个游戏apk,需要提取里面的资源文件,在unity中使用。
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Xml;
using System.IO;
public class ParseXml : MonoBehaviour {
// Use this for initialization
public Image image;
void Start () {
Object[] objs= Resources.LoadAll("xml/");
for (int i = 0; i < objs.Length; i++ )
{
loadXml(objs[i].ToString());
}
//loadXml(file.ToString());
}
// Update is called once per frame
void Update () {
}
void loadXml(string source)
{
XmlDocument doc = new XmlDocument();
doc.LoadXml(source);
XmlNode rootNode = doc.SelectSingleNode("TextureAtlas");
string imagePath = rootNode.Attributes["imagePath"].Value;
int SOURCEHEIGHT = int.Parse(rootNode.Attributes["height"].Value);
Texture2D tex = Resources.Load(imagePath.Substring(0, imagePath.Length -4)) as Texture2D;
Debug.Log(tex.width +" "+tex.height);
//image.sprite = tex as Sprite;
XmlNodeList list = rootNode.ChildNodes;
foreach(XmlNode node in list)
{
XmlElement e = (XmlElement)node;
string name = e.GetAttribute("n").ToString();
int x = int.Parse(e.GetAttribute("x").ToString());
int y = int.Parse(e.GetAttribute("y").ToString());
int w = int.Parse(e.GetAttribute("w").ToString());
int h = int.Parse(e.GetAttribute("h").ToString());
Texture2D mTexture = new Texture2D(w, h, TextureFormat.RGBA32, false);
for (int i = 0; i < w; i++)
{
for(int j = 1;j <=h; j++)
{
mTexture.SetPixel(i, h-j, tex.GetPixel(x + i, SOURCEHEIGHT - (y + j)));
}
}
Debug.Log(name + "---" + x + "---" + y + "---" + w + "---" + h);
byte[] bt = mTexture.EncodeToPNG();
Directory.CreateDirectory(Application.dataPath + "/result/" + imagePath);
string savePath = Application.dataPath + "/result/" + imagePath +"/"+ name + ".png";
File.WriteAllBytes(savePath, bt);
}
}
}
将xml文件放到Resources的xml目录下,png文件放到Resources目录下