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VS2012,C#,Monogame - 加载资产异常

[英]VS2012, C#, Monogame - load asset exception

I've been fighting with this problems for days now, browsing through the net, yet nothing helped me solve it: I'm creating a MonoGame application on Visual Studio 2012, yet when trying to load a texture I get the following problem: 我几天来一直在与这些问题作斗争,浏览网络,但没有任何帮助我解决它:我在Visual Studio 2012上创建一个MonoGame应用程序,但在尝试加载纹理时,我遇到以下问题:

Could not load Menu/btnPlay asset! 无法加载Menu / btnPlay资产!

I have set content directory: Content.RootDirectory = "Assets"; 我已设置内容目录:Content.RootDirectory =“Assets”; Also the file btnPlay.png has properties set: Build Action: Content and Copy to Output directory: Copy if newer. 此外,文件btnPlay.png还具有以下属性:构建操作:内容和复制到输出目录:如果较新则复制。

My constructor and LoadContent functions are totally empty, but have a look yourself: 我的构造函数和LoadContent函数是完全空的,但看看自己:

public WizardGame()
{
    Window.Title = "Just another Wizard game";

    _graphics = new GraphicsDeviceManager(this);

    Content.RootDirectory = "Assets";
}

protected override void LoadContent()
{
    // Create a new SpriteBatch, which can be used to draw textures.
    _spriteBatch = new SpriteBatch(GraphicsDevice);

    Texture2D texture = Content.Load<Texture2D>("Menu/btnPlay");

    _graphics.IsFullScreen = true;
    _graphics.ApplyChanges();
}

I would be glad for any help! 我很乐意提供任何帮助! I'm totally desperate about the problem.... 我对这个问题非常绝望....

Under VS2012, Windows 8 64-bits and latest MonoGame as of today (3.0.1) : 在VS2012,Windows 8 64位和最新的MonoGame(3.0.1):

  • create a subfolder named Assets 创建一个名为Assets的子文件夹
  • set Copy to Output to anything else than Do not copy 将“ 复制到输出”设置 “不复制”以外的任何内容
  • prepend assets to your texture path when loading it 在加载时将资源预先添加到纹理路径

在此输入图像描述

namespace GameName2
{
    public class Game1 : Game
    {
        private Texture2D _texture2D;
        private GraphicsDeviceManager graphics;
        private SpriteBatch spriteBatch;

        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            _texture2D = Content.Load<Texture2D>("assets/snap0009");
        }

        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.Draw(_texture2D, Vector2.Zero, Color.White);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}

Here's your texture drawn :D 这是你绘制的纹理:D

在此输入图像描述

Note: 注意:

By convenience I kept the original value that the content's root directory points to : Content . 为方便起见,我保留了内容根目录指向的原始值: Content

However, you can also directly specify Assets in the path: 但是,您也可以直接在路径中指定Assets

Content.RootDirectory = @"Content\Assets";

Then load your texture without prepending Assets to its path: 然后加载纹理而不将Assets添加到其路径:

_texture2D = Content.Load<Texture2D>("snap0009");

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