我一直在尝试使用Xamarin Studio在MonoGame中加载纹理。我的代码设置如下:
#region Using Statements
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.Input;
#endregion
namespace TestGame
{
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
//Game World
Texture2D texture;
Vector2 position = new Vector2(0,0);
public Game1 ()
{
graphics = new GraphicsDeviceManager (this);
Content.RootDirectory = "Content";
graphics.IsFullScreen = false;
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize ()
{
// TODO: Add your initialization logic here
base.Initialize ();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent ()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch (GraphicsDevice);
//Content
texture = Content.Load<Texture2D>("player");
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update (GameTime gameTime)
{
// For Mobile devices, this logic will close the Game when the Back button is pressed
if (GamePad.GetState (PlayerIndex.One).Buttons.Back == ButtonState.Pressed) {
Exit ();
}
// TODO: Add your update logic here
base.Update (gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw (GameTime gameTime)
{
graphics.GraphicsDevice.Clear (Color.CornflowerBlue);
//Draw
spriteBatch.Begin ();
spriteBatch.Draw (texture, position, Color.White);
spriteBatch.End ();
base.Draw (gameTime);
}
}
}
当我调试它时,它给了我错误:
Microsoft.Xna.Framework.Content.ContentLoadException:无法加载 播放器资产作为非内容文件! ---&GT; Microsoft.Xna.Framework.Content.ContentLoadException:目录 没找到。 ---&GT; System.IO.DirectoryNotFoundException:无法 找到路径的一部分 'C:\用户\火焰\文件\项目\ TestGame \ TestGame \ BIN \调试\内容\ player.xnb'。 ---&GT; System.Exception:
---内部异常堆栈跟踪结束---
at System.IO .__ Error.WinIOError(Int32 errorCode,String maybeFullPath)
at System.IO.FileStream.Init(String path,FileMode mode, FileAccess访问,Int32权限,布尔useRights,FileShare共享, Int32 bufferSize,FileOptions选项,SECURITY_ATTRIBUTES secAttrs, String msgPath,Boolean bFromProxy,Boolean useLongPath)
at System.IO.FileStream..ctor(String path,FileMode mode, FileAccess访问,FileShare共享,Int32 bufferSize,FileOptions options,String msgPath,Boolean bFromProxy)
at System.IO.FileStream..ctor(String path,FileMode mode, FileAccess访问,FileShare共享)
at System.IO.File.OpenRead(String path)
at at Microsoft.Xna.Framework.TitleContainer.OpenStream(String name)
at at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(字符串 ASSETNAME)
---内部异常堆栈跟踪结束---
at at Microsoft.Xna.Framework.Content.ContentManager.OpenStream(字符串 ASSETNAME)
at at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset [T](字符串 assetName,Action`1 recordDisposableObject)
---内部异常堆栈跟踪结束---
at at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset [T](字符串 assetName,Action`1 recordDisposableObject)
at at Microsoft.Xna.Framework.Content.ContentManager.Load [T](String ASSETNAME)
在TestGame.Game1.LoadContent()中 C:\用户\火焰\文件\项目\ TestGame \ TestGame \ Game1.cs:0
at Microsoft.Xna.Framework.Game.Initialize()
在TestGame.Game1.Initialize()中 C:\用户\火焰\文件\项目\ TestGame \ TestGame \ Game1.cs:0
at Microsoft.Xna.Framework.Game.DoInitialize()
at at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
at Microsoft.Xna.Framework.Game.Run()
在TestGame.Program.Main()中 C:\用户\火焰\文件\项目\ TestGame \ TestGame \ Program.cs中:0
那么我做错了什么?
答案 0 :(得分:8)
将png文件的'Build action'
设置为'Content'
,并将'Copy to output directory'
设置为'Copy if newer'
。
您可以通过按住Ctrl键单击文件并按属性来调出Xamarin Studio中的属性窗口。
您不应包含文件扩展名。
答案 1 :(得分:2)
您需要将文件添加到解决方案的Content目录中,并在属性窗口中将其设置为content / copy(如果较新)。然后在构建过程中将其复制到输出目录。
请注意,您可以使用预编译的XNB文件(通常使用XNA游戏工作室创建),也可以使用原始PNG图像文件。如果您使用后者,则需要在代码中添加文件扩展名。
答案 2 :(得分:0)
只需使用这种方式
using (var stream = TitleContainer.OpenStream ("Content/charactersheet.png"))
{
characterSheetTexture = Texture2D.FromStream (this.GraphicsDevice, stream);
}
而不是
texture = Content.Load<Texture2D>("player");
答案 3 :(得分:0)
将内容文件夹移至资产,并为每个资源文件设置&#39;构建操作&#39;到AndroidAsset&#39;并设置&#39;复制到输出目录&#39;到&#39;复制如果更新&#39;。
答案 4 :(得分:-4)