我正在创建一个 Xbox 应用程序,但内容管道存在这个问题。加载 .xnb 文件不是问题,但我似乎找不到任何关于通过内容管道进行写作的有用教程。每当用户按下定制的“保存”按钮时,我都想编写一个 XML。我已经在网上搜索“保存游戏状态”等,但到目前为止我还没有找到适合我的情况的解决方案。
所以,总结一下:如果我的 Save() 方法被调用,有没有办法通过内容管道写入数据(以 XML 格式)?
欢呼
我正在创建一个 Xbox 应用程序,但内容管道存在这个问题。加载 .xnb 文件不是问题,但我似乎找不到任何关于通过内容管道进行写作的有用教程。每当用户按下定制的“保存”按钮时,我都想编写一个 XML。我已经在网上搜索“保存游戏状态”等,但到目前为止我还没有找到适合我的情况的解决方案。
所以,总结一下:如果我的 Save() 方法被调用,有没有办法通过内容管道写入数据(以 XML 格式)?
欢呼
XNA 游戏期间的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,你需要一个 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;
}