我正在开发一款WP7游戏。我正在使用游戏状态管理(http://create.msdn.com/en-US/education/catalog/sample/game_state_management,但我认为它并不重要)我有将数据保存到的问题 Microsoft.Phone.Shell.PhoneApplicationService.Current.State
如果我在这个方法中放入sprite
public override void Deactivate()
{
#if WINDOWS_PHONE
Microsoft.Phone.Shell.PhoneApplicationService.Current.State["Score"] = Score;
Microsoft.Phone.Shell.PhoneApplicationService.Current.State["cloudSprite"] = cloudSprite;
#endif
base.Deactivate();
}
中没有任何内容
Microsoft.Phone.Shell.PhoneApplicationService.Current.State
在激活方法中。但是,如果我删除了cloudSprite并将只有得分为int,那么它可以正常工作。我不知道什么是错的,也许它无法处理更复杂的对象。我试过浮动双倍,一切正常。但如果我把那些更复杂的东西放在那里它就行不通。你觉得怎么样?
修改
的 这是我的精灵课。我不知道如何使它可序列化。我添加了[DataContractAttribute()]和[DataMember],但它无法正常工作
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
using System.Runtime.Serialization;
using System.IO;
namespace GameStateManagementSample.GameObjects
{
[DataContractAttribute()]
public class Sprite
{
[DataMember]
public Vector2 Position;
[DataMember]
public Vector2 Size;
[DataMember]
public Texture2D Texture;
[DataMember]
public Rectangle Rect
{
get
{
return new Rectangle((int)Position.X, (int)Position.Y, (int)Size.X, (int)Size.Y);
}
}
public Sprite(Vector2 position)
{
Position = position;
}
public Sprite(Vector2 position, Vector2 size)
{
Position = position;
Size = size;
}
public Sprite(Vector2 position, Texture2D texture)
{
Position = position;
Texture = texture;
Size = new Vector2(Texture.Width, Texture.Height);
}
public void LoadContent(string assetName, ContentManager content)
{
Texture = content.Load<Texture2D>(assetName);
if (Size == Vector2.Zero)
Size = new Vector2(Texture.Width, Texture.Height);
}
public virtual void Draw(SpriteBatch spriteBatch)
{
//spriteBatch.Draw(Texture, Rect, Color.White);
spriteBatch.Draw(Texture, Position, Color.White);
}
public virtual void Draw(SpriteBatch spriteBatch, Rectangle TexturePositionInSpriteSheet, Color color)
{
spriteBatch.Draw(Texture, Position, TexturePositionInSpriteSheet, color);
}
public bool Intersects(Vector2 point)
{
if (point.X >= Position.X && point.Y >= Position.Y && point.X <= Position.X + Size.X && point.Y <= Position.Y + Size.Y)
return true;
else return false;
}
public bool Intersects(Rectangle rect)
{
return Rect.Intersects(rect);
}
public static void Serialize(Stream streamObject, object objForSerialization)
{
if (objForSerialization == null || streamObject == null)
return;
DataContractSerializer ser = new DataContractSerializer(objForSerialization.GetType());
ser.WriteObject(streamObject, objForSerialization);
}
public static object Deserialize(Stream streamObject, Type serializedObjectType)
{
if (serializedObjectType == null || streamObject == null)
return null;
DataContractSerializer ser = new DataContractSerializer(serializedObjectType);
return ser.ReadObject(streamObject);
}
}
}
答案 0 :(得分:1)
添加到State
集合的对象使用DataContractSerializer序列化。确保您在那里保存的任何内容都可以通过这种方式进行序列化
任何序列化错误都会被忽略。
<强>更新强>
以下是Sprite对象的简化版本:
[DataContract]
public class Sprite
{
[DataMember]
public Vector2 Position;
[DataMember]
public Vector2 Size;
[DataMember]
public Texture2D Texture;
public Sprite()
{
}
public Sprite(Vector2 position)
{
Position = position;
}
public Sprite(Vector2 position, Vector2 size)
{
Position = position;
Size = size;
}
public Sprite(Vector2 position, Texture2D texture)
{
Position = position;
Texture = texture;
Size = new Vector2(Texture.Width, Texture.Height);
}
}
以下是序列化和反序列化的示例:
// Sprite序列化测试 var sprite1 = new Sprite(new Vector2(12.34f,56.78f));
Sprite sprite2;
using (var memStr = new MemoryStream())
{
var serializer = new DataContractSerializer(typeof(Sprite));
serializer.WriteObject(memStr, sprite1);
memStr.Position = 0;
var sr = new StreamReader(memStr);
var serialized = sr.ReadToEnd();
// serialized now looks like
// <Sprite xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/MiscExperiments"><Position xmlns:d2p1="http://schemas.datacontract.org/2004/07/Microsoft.Xna.Framework"><d2p1:X>12.34</d2p1:X><d2p1:Y>56.78</d2p1:Y></Position><Size xmlns:d2p1="http://schemas.datacontract.org/2004/07/Microsoft.Xna.Framework"><d2p1:X>0</d2p1:X><d2p1:Y>0</d2p1:Y></Size><Texture xmlns:d2p1="http://schemas.datacontract.org/2004/07/Microsoft.Xna.Framework.Graphics" i:nil="true" /></Sprite>
memStr.Position = 0;
sprite2 = (Sprite)serializer.ReadObject(memStr);
// sprite2 now contains the same as
// sprite2.Position = { X:12.34, Y:56.78 }
}
答案 1 :(得分:0)
我相信你会得到ArgumentOutOfRangeException,如果你没有调试它会被忽略(在这种情况下抛出异常)。存储在State字典中的项目需要是可序列化的。尝试以某种方式存储该精灵并仅保存链接(源)到状态字典中的精灵。