本文整理汇总了C#中ContentManager类的典型用法代码示例。如果您正苦于以下问题:C# ContentManager类的具体用法?C# ContentManager怎么用?C# ContentManager使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
ContentManager类属于命名空间,在下文中一共展示了ContentManager类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: FrameRateCounter
public FrameRateCounter(Microsoft.Xna.Framework.Game game)
: base(game)
{
//use own content manager
content = new ContentManager(game.Services);
content.RootDirectory = "Content\\FrameRateCounter";
}
示例2: Intro
public override void Intro( params object [] args )
{
LiqueurSystem.Window.Title = "Simple Dodge";
LiqueurSystem.GraphicsDevice.BlendState = true;
LiqueurSystem.GraphicsDevice.BlendOperation = BlendOperation.AlphaBlend;
Add ( InputHelper.CreateInstance () );
InputHelper.IsKeyboardEnabled = true;
Add ( SceneContainer = new SceneContainer ( new MenuScene () ) );
contentManager = new ContentManager ( FileSystemManager.GetFileSystem ( "ManifestFileSystem" ) );
contentManager.AddDefaultContentLoader ();
LiqueurSystem.Launcher.InvokeInMainThread ( () =>
{
fpsFont = contentManager.Load<TrueTypeFont> ( "Test.Game.Dodge.Resources.GameFont.ttf", 20 );
} );
FpsCalculator calc;
Add ( calc = new FpsCalculator () );
calc.DrawEvent += ( object sender, GameTimeEventArgs e ) =>
{
string fpsString = string.Format ( "Update FPS:{0:0.00}\nRender FPS:{1:0.00}", calc.UpdateFPS, calc.DrawFPS );
fpsFont.DrawFont ( fpsString, Color.White,
LiqueurSystem.GraphicsDevice.ScreenSize - fpsFont.MeasureString ( fpsString ) - new Vector2 ( 10, 10 ) );
};
base.Intro ( args );
}
示例3: Scene0
public Scene0()
{
Gm = new GraphicsDeviceManager(this);
Gm.PreferredBackBufferWidth = 800;
Gm.PreferredBackBufferHeight = 600;
Cm = new ContentManager(Services);
}
示例4: ContentItem
protected ContentItem(ComponentData content, SessionAwareCoreServiceClient client)
{
Content = content;
Client = client;
ReadOptions = new ReadOptions();
ContentManager = new ContentManager(Client);
}
示例5: SpriteBatch
public SpriteBatch(Device d, ContentManager c)
{
Device = d;
cubeVert = new VertexBuffer(Device, 4 * 28, Usage.WriteOnly, VertexFormat.None, Pool.Managed);
cubeVert.Lock(0, 0, LockFlags.None).WriteRange(new[]
{
new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(0, 0, 0.0f, 1.0f), TexCoord = new Vector2f(0.0f, 1.0f) },
new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(0, 1, 0.0f, 1.0f), TexCoord = new Vector2f(0.0f, 0.0f) },
new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(1, 0, 0.0f, 1.0f), TexCoord = new Vector2f(1.0f, 1.0f) },
new VertexPositionTextureColor() { Color = Color.White.ToArgb(), Position = new Vector4f(1, 1, 0.0f, 1.0f), TexCoord = new Vector2f(1.0f, 0.0f) }
});
cubeVert.Unlock();
var cubeElems = new[]
{
new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.Position, 0),
new VertexElement(0, 16, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
new VertexElement(0, 24, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
VertexElement.VertexDeclarationEnd
};
cubeDecl = new VertexDeclaration(Device, cubeElems);
renderEffect = c.LoadString<Content.Effect>("float4 c;Texture b;sampler s=sampler_state{texture=<b>;magfilter=LINEAR;minfilter=LINEAR;mipfilter=LINEAR;AddressU=wrap;AddressV=wrap;};float4 f(float2 t:TEXCOORD0):COLOR{return tex2D(s, t) * c;}technique t{pass p{PixelShader = compile ps_2_0 f();}}");
}
示例6: Options
public Options(ContentManager Content)
: base()
{
bBackground = new GUIItems.Background(Content);
sPixel = new AnimatedSprite(Content, "pixel");
sPixel.Colour = new Color(Color.Black, 1.0f);
sPixel.FrameHeight = 544;
sPixel.FrameWidth = 960;
sPixel.Alpha = 0.7f;
XOffset = 32;
YOffset = Dimensions.Height / 10;
#if DESKTOP
bMusic = new GUIItems.Button(Content, new Vector2(XOffset, YOffset * 3), "Music");
#endif
// Buttons
tbMinRooms = new Neuroleptic.Editor.GUI.Textbox(Content, new Vector2(XOffset, YOffset * 5),"Min Rooms");
tbMaxRooms = new Neuroleptic.Editor.GUI.Textbox(Content, new Vector2(XOffset, YOffset * 6),"Max Rooms");
tbMinRooms.CurrentString = Option.RoomsMin.ToString();
tbMaxRooms.CurrentString = Option.RoomsMax.ToString();
bControls = new GUIItems.Button(Content , new Vector2(XOffset, YOffset * 7), "Controls");
bBack = new GUIItems.Button(Content , new Vector2(XOffset, YOffset * 8), "Back");
}
示例7: SceneRenderer
public SceneRenderer(GameSettingsAsset gameSettings)
{
if (gameSettings == null) throw new ArgumentNullException(nameof(gameSettings));
// Initialize services
Services = new ServiceRegistry();
ContentManager = new ContentManager(Services);
var renderingSettings = gameSettings.Get<RenderingSettings>();
GraphicsDevice = GraphicsDevice.New(DeviceCreationFlags.None, new[] { renderingSettings.DefaultGraphicsProfile });
var graphicsDeviceService = new GraphicsDeviceServiceLocal(Services, GraphicsDevice);
EffectSystem = new EffectSystem(Services);
GraphicsContext = new GraphicsContext(GraphicsDevice);
Services.AddService(typeof(GraphicsContext), GraphicsContext);
SceneSystem = new SceneSystem(Services);
// Create game systems
GameSystems = new GameSystemCollection(Services);
GameSystems.Add(new GameFontSystem(Services));
GameSystems.Add(new UISystem(Services));
GameSystems.Add(EffectSystem);
GameSystems.Add(SceneSystem);
GameSystems.Initialize();
// Fake presenter
// TODO GRAPHICS REFACTOR: This is needed be for render stage setup
GraphicsDevice.Presenter = new RenderTargetGraphicsPresenter(GraphicsDevice,
Texture.New2D(GraphicsDevice, renderingSettings.DefaultBackBufferWidth, renderingSettings.DefaultBackBufferHeight,
renderingSettings.ColorSpace == ColorSpace.Linear ? PixelFormat.R8G8B8A8_UNorm_SRgb : PixelFormat.R8G8B8A8_UNorm, TextureFlags.ShaderResource | TextureFlags.RenderTarget),
PixelFormat.D24_UNorm_S8_UInt);
SceneSystem.MainRenderFrame = RenderFrame.FromTexture(GraphicsDevice.Presenter.BackBuffer, GraphicsDevice.Presenter.DepthStencilBuffer);
}
示例8: DemoGame
public DemoGame()
: base()
{
this.Window.Title = "Snowball Demo Game";
this.graphicsDevice = new GraphicsDevice(this.Window);
this.Services.AddService(typeof(IGraphicsDevice), this.graphicsDevice);
this.keyboard = new Keyboard();
this.Services.AddService(typeof(IKeyboard), this.keyboard);
this.mouse = new Mouse(this.Window);
this.Services.AddService(typeof(IMouse), this.mouse);
this.gamePad = new GamePad(GamePadIndex.One);
this.soundDevice = new SoundDevice();
this.Services.AddService(typeof(ISoundDevice), this.soundDevice);
this.starfield = new Starfield(this.graphicsDevice);
this.ship = new Ship(this.graphicsDevice, this.keyboard, this.gamePad);
this.console = new GameConsole(this.Window, this.graphicsDevice);
this.console.InputEnabled = true;
this.console.InputColor = Color.Blue;
this.console.InputReceived += (s, e) => { this.console.WriteLine(e.Text); };
this.console.IsVisibleChanged += (s, e) => { this.console.WriteLine("Console toggled."); };
this.contentManager = new ContentManager<DemoGameContent>(this.Services);
this.RegisterContent();
}
示例9: ParticleSystem
public ParticleSystem(GraphicsDevice device, ContentManager content)
{
this.device = device;
// Create vertex buffer used to spawn new particles
this.particleStart = Buffer.Vertex.New<ParticleVertex>(device, MAX_NEW);
// Create vertex buffers to use for updating and drawing the particles alternatively
var vbFlags = BufferFlags.VertexBuffer | BufferFlags.StreamOutput;
this.particleDrawFrom = Buffer.New<ParticleVertex>(device, MAX_PARTICLES, vbFlags);
this.particleStreamTo = Buffer.New<ParticleVertex>(device, MAX_PARTICLES, vbFlags);
this.layout = VertexInputLayout.FromBuffer(0, this.particleStreamTo);
this.effect = content.Load<Effect>("ParticleEffect");
this.texture = content.Load<Texture2D>("Dot");
this.viewParameter = effect.Parameters["_view"];
this.projParameter = effect.Parameters["_proj"];
this.lookAtMatrixParameter = effect.Parameters["_lookAtMatrix"];
this.elapsedSecondsParameter = effect.Parameters["_elapsedSeconds"];
this.camDirParameter = effect.Parameters["_camDir"];
this.gravityParameter = effect.Parameters["_gravity"];
this.textureParameter = effect.Parameters["_texture"];
this.samplerParameter = effect.Parameters["_sampler"];
this.updatePass = effect.Techniques["UpdateTeq"].Passes[0];
this.renderPass = effect.Techniques["RenderTeq"].Passes[0];
}
示例10: GameWorld
public GameWorld(int width, int height, ContentManager Content)
{
screenWidth = width;
screenHeight = height;
random = new Random();
gameState = GameState.Menu;
inputHelper = new InputHelper();
block = Content.Load<Texture2D>("block");
reset = Content.Load<Texture2D>("reset");
font = Content.Load<SpriteFont>("SpelFont");
font2 = Content.Load<SpriteFont>("SpriteFont1");
font3 = Content.Load<SpriteFont>("SpriteFont2");
playButton = Content.Load<Texture2D>("Play");
optionsButton = Content.Load<Texture2D>("Options");
backButton = Content.Load<Texture2D>("Back");
polytris = Content.Load<Texture2D>("Polytris");
grid = new TetrisGrid(block);
level = 1;
levelspeed = 1;
score = 0;
i = (int)random.Next(7) + 1;
i2 = (int)random.Next(7) + 1;
blockcounter = 1;
blocks = new BlockList(block, Content); //Voegen de verschillende blockobjecten toe aan de lijst
block1 = new Block1(block, Content);
blocks.Add(block1, 1);
block2 = new Block2(block, Content);
blocks.Add(block2, 2);
block3 = new Block3(block, Content);
blocks.Add(block3, 3);
block4 = new Block4(block, Content);
blocks.Add(block4, 4);
block5 = new Block5(block, Content);
blocks.Add(block5, 5);
block6 = new Block6(block, Content);
blocks.Add(block6, 6);
block7 = new Block7(block, Content);
blocks.Add(block7, 7);
//Voegen de verschillende blockobjecten toe aan een tweede lijst voor het tekenen van het volgende blokje
block1res = new Block1(block, Content);
blocks.AddToReserve(block1res, 1);
block2res = new Block2(block, Content);
blocks.AddToReserve(block2res, 2);
block3res = new Block3(block, Content);
blocks.AddToReserve(block3res, 3);
block4res = new Block4(block, Content);
blocks.AddToReserve(block4res, 4);
block5res = new Block5(block, Content);
blocks.AddToReserve(block5res, 5);
block6res = new Block6(block, Content);
blocks.AddToReserve(block6res, 6);
block7res = new Block7(block, Content);
blocks.AddToReserve(block7res, 7);
options = new Options(block, reset, backButton, width, height, font, blocks);
menu = new Menu(playButton, optionsButton, polytris, width, height);
gameOver = new GameOver(backButton, width, height);
}
示例11: LoadAnimation
protected override Dictionary<string, AnimationClip> LoadAnimation(ICommandContext commandContext, ContentManager contentManager, out TimeSpan duration)
{
var meshConverter = this.CreateMeshConverter(commandContext);
var sceneData = meshConverter.ConvertAnimation(SourcePath, Location);
duration = sceneData.Duration;
return sceneData.AnimationClips;
}
示例12: BallerburgGame
/// <summary>
/// Initializes a new instance of the BallerburgGame class
/// </summary>
public BallerburgGame()
{
Instance = this;
gameSettings = new GameSettings();
playerSettings = new PlayerSettings[4];
applicationSettings = new ApplicationSettings();
graphics = new GraphicsDeviceManager(this)
{
PreferredBackBufferWidth = 640,
PreferredBackBufferHeight = 480
};
graphicsManager = new BallerburgGraphicsManager();
contentManager = new ContentManager();
shaderManager = new ShaderManager();
audioManager = new AudioManager(applicationSettings, contentManager);
gameObjectManager = new GameObjectManager(contentManager, this.audioManager, this.graphicsManager);
MousePointer = new MousePointer(this)
{
DrawOrder = 1000,
RestrictZone = new Rectangle(0, 0, 640, 480)
};
Components.Add(MousePointer);
// Create the screen manager component.
screenManager = new ScreenManager(graphicsManager, contentManager, gameObjectManager, applicationSettings, gameSettings, shaderManager, audioManager, playerSettings)
{
GameMousePointer = MousePointer
};
}
示例13: GameConsole
public GameConsole(ContentManager content)
{
// Magic number, this really just depends on the font...
_consoleTextLines = new string[100];
_consoleFont = content.Load<SpriteFont>("DebugFont");
}
示例14: LoadContent
public static void LoadContent(ContentManager content)
{
// Textures.
tileSet1 = content.Load<Texture2D>("Textures/TileSets/tileSet1");
tileSetInterieur = content.Load<Texture2D>("Textures/TileSets/tileSetInterieur");
tileSetFloorInt = content.Load<Texture2D>("Textures/TileSets/tileSetFloorInt");
tileSetInterieurDetails = content.Load<Texture2D>("Textures/TileSets/tileSetInterieurDetails");
// Divers.
cursor = content.Load<Texture2D>("Textures/TileSets/cursorTileSet2");
SelectionTest = content.Load<Texture2D>("Textures/Selection");
// Fonts.
font1 = content.Load<SpriteFont>("Fonts/MedievalFont1");
// TextureData.
cursorData1 = content.Load<Texture2D>("Textures/TextureData/Cursor/cursorTextureData1");
cursorData2 = content.Load<Texture2D>("Textures/TextureData/Cursor/cursorTextureData2");
// HUD.
textureHUD = content.Load<Texture2D>("Textures/TextureData/HUD/textureHUD");
buttonHUD = content.Load<Texture2D>("Textures/TextureData/HUD/boutonHUD");
boutonPlanHUD = content.Load<Texture2D>("Textures/TextureData/HUD/boutonPlanHUD");
flecheDroiteHUD = content.Load<Texture2D>("Textures/TextureData/HUD/flecheDroiteHUD");
flecheGaucheHUD = content.Load<Texture2D>("Textures/TextureData/HUD/flecheGaucheHUD");
}
示例15: LoadContent
public void LoadContent(ContentManager theContentManager, string theAssetName, int x, int y)
{
AssetName = theAssetName;
mSpriteTexture = theContentManager.Load<Texture2D>(theAssetName);
Size = new Rectangle(0, 0, (int)(mSpriteTexture.Width * Scale), (int)(mSpriteTexture.Height * Scale));
}