NullReferenceException in XNA with C#
本文关键字:with XNA in NullReferenceException | 更新日期: 2023-09-27 18:33:52
我正在尝试为带有XNA和C#的Windows制作一个简单的3D游戏。我正在尝试创建视图矩阵,正如每个教程甚至 MSDN 所建议的那样,但我收到 NullReferenceException 错误。
错误显示:对象引用未设置为对象的实例。它指向投影矩阵的定义:
projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 300.0f);
这是我的代码:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Series3D1
{
public class Game1 : Microsoft.Xna.Framework.Game
{
Effect effect;
VertexPositionColor[] vertices;
Matrix viewMatrix;
Matrix projectionMatrix;
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
GraphicsDevice device;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
graphics.PreferredBackBufferWidth = 500;
graphics.PreferredBackBufferHeight = 500;
graphics.IsFullScreen = false;
graphics.ApplyChanges();
Window.Title = "Riemer's XNA Tutorials -- Series 1";
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
SetUpCamera();
effect = Content.Load<Effect>("effects");
SetUpVerticies();
device = graphics.GraphicsDevice;
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
effect.CurrentTechnique = effect.Techniques["ColoredNoShading"];
effect.Parameters["xView"].SetValue(viewMatrix);
effect.Parameters["xProjection"].SetValue(projectionMatrix);
effect.Parameters["xWorld"].SetValue(Matrix.Identity);
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
}
device.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 1, VertexPositionColor.VertexDeclaration);
base.Draw(gameTime);
}
private void SetUpVerticies()
{
vertices = new VertexPositionColor[3];
vertices[0].Position = new Vector3(0f, 0f, 0f);
vertices[0].Color = Color.Red;
vertices[1].Position = new Vector3(10f, 10f, 0f);
vertices[1].Color = Color.Green;
vertices[2].Position = new Vector3(10f, 0f, -5f);
vertices[2].Color = Color.Yellow;
}
private void SetUpCamera()
{
viewMatrix = Matrix.CreateLookAt(new Vector3(0, 0, 50), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 1.0f, 300.0f);
}
}
}
您需要在调用SetUpCamera()
之前设置device = graphics.GraphicsDevice
。 SetUpCamera
方法要求已分配device
字段,而该字段未按当前顺序分配。
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
SetUpCamera();
effect = Content.Load<Effect>("effects");
SetUpVerticies();
device = graphics.GraphicsDevice;
}
必须是
protected override void LoadContent()
{
device = graphics.GraphicsDevice;
spriteBatch = new SpriteBatch(GraphicsDevice);
SetUpCamera();
effect = Content.Load<Effect>("effects");
SetUpVerticies();
}
这样设置device
(这是 SetUpCamera
和 SetUpVerticies
所要求的)。
调试提示:查看局部变量以验证您的假设,您将看到device
null
。您也可以通过将变量悬停在行中来执行此操作...