我收到以下错误消息:
[SensorManager]传感器或侦听器为空。
我尝试调试代码并发现传感器不为空!此类不是由Activity类派生的。谢谢你帮助我:)
using Magic.Util;
using System;
using Android.Content;
using Android.Hardware;
using Magic.UI;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Android.OS;
namespace Magic
{
public class MiningMinigame : Scene, ISensorEventListener
{
private SensorManager mSensorManager = null;
Context _context = null;
//Random float value
Random random;
//Current mining Container Position
float xPositionMiningContainer;
//max & min value depends on the displaysize
float minValue;
float maxValue;
//device sizes
int deviceWidth;
int deviceHeight;
//UIElements
UIElement backgroundImage;
UIElement miningContainer;
public MiningMinigame (SceneManager sM, Context context)
: base(sM)
{
this._context = context;
deviceWidth = graphicsDevice.Viewport.Width;
deviceHeight = graphicsDevice.Viewport.Height;
SceneManager = sM;
InitializeBackgroundImage ();
InitializeMiningContainer ();
//mSensorManager = context.GetSystemService(Context.SensorService) as SensorManager;
AccelerometerStart ();
}
public void AccelerometerStart() {
mSensorManager = _context.GetSystemService(Context.SensorService) as SensorManager;
if (mSensorManager.GetDefaultSensor(SensorType.Accelerometer) != null){
Console.WriteLine ("Success! There's a Accelerator.");
}
else {
Console.WriteLine ("Failure! No Accelerator.");
}
if (mSensorManager != null)
{
Console.WriteLine ("mSensorManager is not null!");
Sensor sensor = mSensorManager.GetDefaultSensor(SensorType.Accelerometer);
mSensorManager.RegisterListener(this, sensor, SensorDelay.Ui);
}
else
{
throw new Exception("Could not load Accelerometer sensor");
}
}
public void AccelerometerCancel()
{
mSensorManager.UnregisterListener(this);
}
public void OnAccuracyChanged(Sensor sensor, SensorStatus sensorStatus)
{
}
public void OnSensorChanged(SensorEvent e)
{
Console.WriteLine (string.Format("x={0:f}, y={1:f}, y={2:f}", e.Values[0], e.Values[1], e.Values[2]));
}
/// <summary>
/// Initializes the background image.
/// </summary>
public void InitializeBackgroundImage()
{
Console.WriteLine("Welcome in the MiningMiniGame Scene");
//Sets the backgroundimage of the Scene
backgroundImage = new UIElement(this, new Rectangle(0, 0, deviceWidth, deviceHeight));
backgroundImage.SetBackgroundTexture(Resources.Content.Load<Texture2D>("Images/UI/Backgrounds/main_background"));
AddUIElement(backgroundImage);
}
/// <summary>
/// Initializes the mining container, where you collect the downfalling stuff.
/// </summary>
/// <returns>The mining container.</returns>
public void InitializeMiningContainer()
{
miningContainer = new UIElement (this, new Rectangle ((int)(deviceWidth * 0.375), (int)(deviceHeight * 0.8), (int)(deviceWidth * 0.25), (int)(deviceHeight * 0.2)));
miningContainer.SetBackgroundTexture (Resources.Content.Load<Texture2D> ("Images/UI/Buttons/mine"));
miningContainer.SetID ("MiningContainer");
// miningContainer.SetOnClickMethod (delegate()
// {
//
// });
AddUIElement (miningContainer);
}
/// <summary>
/// Updates the x-position from the mining container.
/// </summary>
public void UpdatePositionMiningContainer(float xPosition) {
miningContainer.Position.X = xPosition;
}
/// <summary>
/// Update the scene using the specified gameTime.
/// </summary>
/// <param name="gameTime">Game time.</param>
public override void Update (Microsoft.Xna.Framework.GameTime gameTime)
{
base.Update (gameTime);
HandleBackButton();
}
/// <summary>
/// Draw the scene using the specified gameTime.
/// </summary>
/// <param name="gameTime">Game time.</param>
public override void Draw (Microsoft.Xna.Framework.GameTime gameTime)
{
graphicsDevice.Clear (Color.White);
base.Draw (gameTime);
}
/// <summary>
/// Handles the back button.
/// </summary>
private void HandleBackButton()
{
if(GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed){
Console.WriteLine("HardwareBackButton in MiniGame was clicked!");
SceneManager.SwitchToOldScene();
}
}
/// <summary>
/// Creates the random X position.
/// </summary>
/// <returns>The random X position.</returns>
public float createRandomXPosition()
{
minValue = 0;
maxValue = graphicsDevice.Viewport.Width;
return ((float)random.NextDouble ()) * (maxValue - minValue) + minValue;
}
public IntPtr Handle
{
get;
}
/// <summary>
/// Releases all resource used by the <see cref="Magic.MiningMinigame"/> object.
/// </summary>
/// <remarks>Call <see cref="Dispose"/> when you are finished using the <see cref="Magic.MiningMinigame"/>. The
/// <see cref="Dispose"/> method leaves the <see cref="Magic.MiningMinigame"/> in an unusable state. After calling
/// <see cref="Dispose"/>, you must release all references to the <see cref="Magic.MiningMinigame"/> so the garbage
/// collector can reclaim the memory that the <see cref="Magic.MiningMinigame"/> was occupying.</remarks>
public override void Dispose()
{
}
}
}