在Xbox游戏项目中通过内容管道编写

时间:2012-03-16 08:23:25

标签: xna save xbox360 content-pipeline

我正在创建一个Xbox应用程序,我对内容管道有这个问题。 加载.xnb文件不是问题,但我似乎无法通过内容管道找到任何有用的教程。我想在用户按下自定义的“保存”按钮时编写XML。 我在网上搜索“保存游戏状态”等等,但到目前为止我还没有找到解决方案。

所以,总结一下:如果调用我的Save()方法,有没有办法通过内容管道写入数据(XML格式)?

Cheerz

1 个答案:

答案 0 :(得分:0)

在XNA游戏中保存和加载涉及一系列异步方法调用。您将在Microsoft.Xna.Framework.Storage命名空间中找到所需的对象。

具体来说,您需要一个StorageDevice和一个StorageContainer;

private static StorageDevice mStorageDevice;
private static StorageContainer mStorageContainer;

保存:

public static void SaveGame()
{
   // Call this static method to begin the process; SaveGameDevice is another method in your class
   StorageDevice.BeginShowSelector(SaveGameDevice, null);
}

// this will be called by XNA sometime after your call to BeginShowSelector
// SaveGameContainer is another method in your class
private static void SaveGameDevice(IAsyncResult pAsyncResult)
{       
   mStorageDevice = StorageDevice.EndShowSelector(pAsyncResult);
   mStorageDevice.BeginOpenContainer("Save1", SaveGameContainer, null);
}

// this method does the actual saving
private static void SaveGameContainer(IAsyncResult pAsyncResult)
{
   mStorageContainer = mStorageDevice.EndOpenContainer(pAsyncResult);

   if (mStorageContainer.FileExists("save.dat"))
      mStorageContainer.DeleteFile("save.dat");

   // in my case, I have a BinaryWriter wrapper that I use to perform the save
   BinaryWriter writer = new BinaryWriter(new System.IO.BinaryWriter(mStorageContainer.CreateFile("save.dat")));

   // I save the gamestate by passing the BinaryWriter
   GameProgram.GameState.SaveBinary(writer);

   // then I close the writer
   writer.Close();     

   // clean up
   mStorageContainer.Dispose();
   mStorageContainer = null;
}

加载非常相似:

public static void LoadGame()
{
    StorageDevice.BeginShowSelector(LoadGameDevice, null);
}

private static void LoadGameDevice(IAsyncResult pAsyncResult)
{
   mStorageDevice = StorageDevice.EndShowSelector(pAsyncResult);
   mStorageDevice.BeginOpenContainer("Save1", LoadGameContainer, null);
}

private static void LoadGameContainer(IAsyncResult pAsyncResult)
{
   mStorageContainer = mStorageDevice.EndOpenContainer(pAsyncResult))

   // this is my wrapper of BinaryReader which I use to perform the load
   BinaryReader reader = null;

   // the file may not exist
   if (mStorageContainer.FileExists("save.dat"))
   {
      reader = new BinaryReader(new System.IO.BinaryReader(mStorageContainer.OpenFile("save.dat", FileMode.Open)));

      // pass the BinaryReader to read the data
      GameProgram.LoadGameState(reader);
      reader.Close();
   }

   // clean up
   mStorageContainer.Dispose();
   mStorageContainer = null;
}