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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

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1 回答 1

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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;
}
于 2012-03-20T01:28:45.603 回答