画给我一个对象处置异常
本文关键字:异常 一个对象 | 更新日期: 2023-09-27 18:37:21
下面的代码给了我一个ObjectDisposedException。我在内容加载器中加载内容就好了。它不时工作,但偶尔会引发异常。
所有纹理都完美加载,每个对象都有正确的纹理并且实际存在。没有任何地方可以卸载内容。
错误在最后一个 spriteBatch.End() 处抛出;
出了什么问题?
protected override void Draw(GameTime gameTime)
{
if (startMenu.showMenu)
{
spriteBatch.Begin();
startMenu.Draw(spriteBatch);
spriteBatch.End();
}
if (selectedLevel != null && !startMenu.showMenu)
{
spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null,
selectedLevel.GetCamera().getViewMatrix(new Vector2(1.0f)));
for (int layer_inc = 0; layer_inc <= selectedLevel.layers.Count() - 1; layer_inc++)
{
selectedLevel.layers[layer_inc].Draw(gameTime, spriteBatch);
}
if (selectedLevel.GetPlayer().IsAlive())
{
Weapon weapon = selectedLevel.GetPlayer().GetWeapon();
weapon.Draw(gameTime, spriteBatch);
if (selectedLevel.GetPlayer().isMeditating())
{
Player player = selectedLevel.GetPlayer();
MeditationBoost meditationBoost = ((MeditationBoost)player.getBoost());
meditationBoost.Draw(spriteBatch, player.position);
}
if (weapon is ShootableWeapon)
{
ShootableWeapon shootableWeapon = (ShootableWeapon)weapon;
if (shootableWeapon.getAmmo().Count() > 0)
{
for (int ammo_inc = 0; ammo_inc <= shootableWeapon.getAmmo().Count() - 1; ammo_inc++)
{
shootableWeapon.getAmmo()[ammo_inc].Draw(gameTime, spriteBatch);
}
}
}
}
foreach (MovableObject movableObject in selectedLevel.movableObjects)
{
if (movableObject is Enemy)
{
Enemy enemy = (Enemy)movableObject;
ThrowAttack attack = ((ThrowAttack)enemy.getAttack());
if (attack != null && attack.getThrowObject() != null)
{
attack.getThrowObject().Walk(Direction.Right, attack.getThrowObject().speed);
attack.getThrowObject().Update(gameTime);
attack.getThrowObject().Draw(spriteBatch);
}
}
}
updateScreenText(spriteBatch);
try
{
spriteBatch.End();
}
catch (ObjectDisposedException e)
{
Debug.Write(e);
}
}
base.Draw(gameTime);
}
编辑:
这就是我动态加载内容的方式(使用此功能时,我将文件夹作为字符串给出)
public void Loadlistontent(string contentFolder)
{
DirectoryInfo dir = new DirectoryInfo(Content.RootDirectory + "/" + contentFolder);
if (!dir.Exists)
throw new DirectoryNotFoundException();
FileInfo[] files = dir.GetFiles("*.*");
foreach (FileInfo file in files)
{
if (!textureLoader.GetTextures().ContainsKey(file.Name))
{
string key = Path.GetFileNameWithoutExtension(file.Name);
Texture2D texture = Content.Load<Texture2D>(contentFolder + "/" + key);
textureLoader.addTexture(file.Name, texture);
}
}
}
在代码中的任何时候,您是调用Content.Unload()
还是Texture2D.Dispose()
?似乎其中一个可能隐藏在Spritebatch.Begin()
和Spritebatch.End()
之间的某个地方。正如乔所提到的,它可能在updateScreenText()
。
Spritebatch.End()
抛出异常的原因是,精灵批处理将精灵"批处理"在一起以进行单个绘制调用。但是,正是在单个绘制调用中,将抛出已释放内容的所有异常,因为那是实际使用它们的时间。