首先,我想说一般来说我对C#和Monogame都很陌生。
我的问题是显示屏幕。 我有一个名为loadingsplash.xml的布局资源,并希望在Game活动运行时显示它LoadContent();
流程图是: Main.xml:按下按钮> LoadContent期间的ProgressDialog> GameActivity
我想要的流程图: Main.xml:按下按钮>在LoadContent>期间显示loadingsplash.xml GameActivity
MainMenu.cs
[Activity( Label = "theApp", Theme = "@android:style/Theme.NoTitleBar.Fullscreen", MainLauncher=true, ScreenOrientation=Android.Content.PM.ScreenOrientation.Landscape)]
public class MainMenu : Activity, IDialogInterfaceOnClickListener
{
......
void GoButton_Click(object sender, EventArgs e)
{
Intent theActivity = new Intent(this, typeof(GameActivity));
StartActivity(theActivity);
}
theActivity.cs
namespace theApp
{
[Activity(Theme = "@android:style/Theme.NoTitleBar.Fullscreen", Label = "theApp", Icon = "@drawable/icon", ScreenOrientation = Android.Content.PM.ScreenOrientation.Landscape, ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.Keyboard | ConfigChanges.KeyboardHidden)]
public class GameActivity : Microsoft.Xna.Framework.AndroidGameActivity, IDialogInterfaceOnClickListener
{
myGame game = null;
static GameBundle gameBundle = null;
ProgressDialog dialog;
const int WindowID = 10001;
protected override void OnCreate(Bundle bundle)
{
loadedOnce = true;
//this works
//
//dialog = new ProgressDialog(this);
//dialog.SetMessage("Loading...");
//dialog.Show();
//
//Loading Splash screen invocation code goes here?
if (game == null)
{
myGame.Activity = this;
base.OnCreate (bundle);
game = new myGame();
game.NativeCommand = ProcessCommand;
game.Window.GraphicsMode = new AndroidGraphicsMode(0, 4, 0, 0, 0, false);
game.Window.Id = WindowID;
if (gameBundle == null)
{
game.Run();
}
else
{
if (gameBundle != null)
{
resumeGame.Show();
}
}
}
SetContentView(game.Window);
}
myGame.cs
public class myGame : Microsoft.Xna.Framework.Game
{
public myGame()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Resources/Drawable";
unloading = false;
graphics.PreferMultiSampling = true;
graphics.IsFullScreen = true;
graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft;
}
protected override void Initialize()
{
graphics.SynchronizeWithVerticalRetrace = true;
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 480;
screenManager = new ScreenManager(this, 800, 480);
base.Initialize();
}
bool loaded = false;
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(this.GraphicsDevice);
font = Content.Load<SpriteFont>("Arial");
GraphicsDevice.Clear(Color.Black);
ThreadPool.QueueUserWorkItem(state =>
{
...
loaded = true;
});
如果我使用setContentView(Resource.Layout.LoadingSplash)调用LoadingSplash;在base.OnCreate(bundle)之前我得到一个异常,必须调用requestFeature。
答案 0 :(得分:1)
我使用以下实现。我计划在不久的将来在NuGet中公开此软件包,以便您可以在https://github.com/AzuxirenLeadGuy/Azuxiren.MG的存储库中进行检查 (请为我的存储库加注星标)
无论如何,我已经在代码中做到了。
首先,我已定义接口IScreen,如下所示:
public interface IScreen
{
void LoadContent();
void Update(GameTime gt);
void Draw(GameTime gt);
}
接下来,我将游戏类定义如下:
public abstract class AMGC<StartScreen,LoadScreen> : Game where StartScreen:IScreen,new() where LoadScreen:IScreen,new()
{
public GraphicsDeviceManager graphics;
internal bool isLoading;
internal IScreen CurrentScreen,LoadingScreen;
public AMGC()
{
graphics = new GraphicsDeviceManager(this);
isLoading = false;
}
protected override void Initialize()
{
CurrentScreen = new StartScreen();
LoadingScreen = new LoadScreen();
base.Initialize();
}
protected override void LoadContent()
{
CurrentScreen.LoadContent();
LoadingScreen.LoadContent();
base.LoadContent();
}
protected override void Draw(GameTime gt)
{
if (isLoading) LoadingScreen.Draw(gt);
else CurrentScreen.Draw(gt);
base.Draw(gt);
}
protected override void Update(GameTime gameTime)
{
if (isLoading) LoadingScreen.Update(gameTime);
else CurrentScreen.Update(gameTime);
base.Update(gameTime);
}
public void ScreenLoad<T>() where T : IScreen, new()
{
isLoading = true;
Task.Run(() =>
{
var screen = new T();
screen.LoadContent();
CurrentScreen = screen;
isLoading = false;
}
);
}
}
现在有了该代码,您就可以开始了。现在,您的游戏是在IScreen实例中设计的。假设您制作了一个LogoScreen(游戏开始时显示游戏徽标),MenuScreen(游戏主菜单)和SplashScreen(您想要的通用飞溅屏幕,显示游戏的“正在加载...”)。
您的游戏对象将像这样创建:
AMGC game=new AMGC<LogoScreen, SplashScreen>();
在LogoScreen中,当您必须从LogoScreen更改为MenuScreen时,必须在屏幕切换逻辑中使用它。
game.ScreenLoad<MenuScreen>();
请注意,为此,游戏实例必须是全局的,以便可以从LogoScreen内部进行访问。
答案 1 :(得分:0)
对于仍在寻找此问题答案的人,我建议您不要通过使用不同的xml文件使用单独的屏幕,而应在Monogame本身中对其进行操作。
请看一下我在这篇文章中的回答:https://stackoverflow.com/a/55667101/8594783