2011-12-18 67 views
0

错误:无法访问处置的对象。对象名称:'Texture2D'c#XNA无法访问处置的对象。对象名称:'Texture2D'。但即时通讯不处理

为什么会发生这种情况!我的代码中没有任何代码告诉它处理! 这发生在我的XNA c#游戏中的LoadContent()上。 代码,我得到这个错误,ive突出显示Texture2D发生这种情况。

protected override void LoadContent() 
    { 
     SoundEffect.DistanceScale = 20; 
     SetUpPlain(); 
     SetUpWalls(); 
     // Walls 
     wallsEffect = new BasicEffect(graphics.GraphicsDevice); 
     wallsEffect.World = Matrix.Identity; 
     wallsEffect.Projection = vars.projection; 
     wallsEffect.TextureEnabled = true; 
     wallsEffect.Texture = Content.Load<**Texture2D**>("Textures\\Fence"); 
     // Set-up Player Options 
     Player1.PlayerModel = Content.Load<Model>("PlayerA"); 
     Player1.BoundingSphere = new BoundingSphere(new Vector3(Player1.Position.X, Player1.Position.Y - 2, Player1.Position.Z), Player1.PlayerModel.Meshes[0].BoundingSphere.Radius * 0.04f); 
     Player2.PlayerModel = Content.Load<Model>("PlayerA"); 
     Player2.BoundingSphere = new BoundingSphere(new Vector3(Player2.Position.X, Player2.Position.Y - 2, Player2.Position.Z), Player2.PlayerModel.Meshes[0].BoundingSphere.Radius * 0.04f); 
     // 
     loadStaticModel(Content, "Radio", null, 11, 4, -2, 0, 180, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "AmmoCrate", null, 10, 1, 0, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "AmmoCrate", null, 12, 1, 0, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "AmmoCrate", null, 11, 3, 0, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "Forklift", null, 15, 0, -5, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "PepsiMachine", null, 25, 0, -5, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "Chest", null, 10, 0, -20, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "PalletBoard", "Cork", 10, 0, -20, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "Table", "Cork", 15, 0, -20, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "Cylinder", "Cork", 15, 0, -40, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "Wall", "Cork", 184, 0, -196, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "WallTop", "Cork", 184, 0, -188, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "Wall", "Cork", 184, 0, -180, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "Door1", "MetalA", 184, 0, -188, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "Door1", "MetalA", 184, 0, -184, 0, 0, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "Wall", "Cork", 188, 0, -176.15f, 0, 90, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     loadStaticModel(Content, "Wall", "Cork", 196, 0, -176.15f, 0, 90, 0, CollisionType.Default, LightingType.AmbientDirectional, true, false); 
     for (int i = 1; i <= MapSize/8; i++) 
     { 
      loadStaticModel(Content, "Fence", "Fence", i * 8.12f - 4, 0, 0, 0, 270, 0, CollisionType.None, LightingType.AmbientDirectional, false, false); 
      loadStaticModel(Content, "Fence", "Fence", 0, 0, -(i * 8.12f - 4), 0, 180, 0, CollisionType.None, LightingType.AmbientDirectional, false, false); 
      loadStaticModel(Content, "Fence", "Fence", MapSize, 0, -(i * 8.12f - 4), 0, 0, 0, CollisionType.None, LightingType.AmbientDirectional, false, false); 
      loadStaticModel(Content, "Fence", "Fence", i * 8.12f - 4, 0, -MapSize, 0, 90, 0, CollisionType.None, LightingType.AmbientDirectional, false, false); 
     } 
     // Sound 
     vars.soundEffect[0] = Content.Load<SoundEffect>("Sounds\\NormalStep"); 
     vars.soundEffect[1] = Content.Load<SoundEffect>("Sounds\\Enter Sandman"); 
     vars.soundEffect[2] = Content.Load<SoundEffect>("Sounds\\PlayerJoinGame"); 
     vars.soundEffect[3] = Content.Load<SoundEffect>("Sounds\\JumpLand"); 
     vars.soundEffectInstance[0] = vars.soundEffect[1].CreateInstance(); 
     soundEffectPosition[0] = new Vector3(0, 200, 200); 
     soundEffectEmitter[0] = new AudioEmitter(); 
     soundEffectEmitter[0].Position = soundEffectPosition[1]; 
     soundEffectListener[0] = new AudioListener(); 
     soundEffectListener[0].Position = Player1.Position; 
     vars.soundEffectInstance[0].Apply3D(soundEffectListener[0], soundEffectEmitter[0]); 
     vars.isSoundPlaying[0] = false; 
     // Menu's 
     vars.menuBackground = Content.Load<Texture2D>("Textures\\menuBackground"); 
     PauseMenu.screenShotHighlight = Content.Load<Texture2D>("Textures\\ScreenShotViewerHighlight"); 
     vars.MenuFont = Content.Load<SpriteFont>("Fonts//MenuFont"); 
     // Death HUD 
     deathBackground = Content.Load<Texture2D>("Textures\\deathBackground"); 
     // 
     chatBackground = Content.Load<Texture2D>("Textures\\chatBackground"); 
     plainTexture = Content.Load<Texture2D>("Textures\\Grass"); 
     // Tank 
     tank = Content.Load<Model>("tank"); 
     tankTransforms = new Matrix[tank.Bones.Count]; 
     // Sky Dome 
     skyDome = Content.Load<Model>("SkyDome"); 
     skyDomeTexture = Content.Load<Texture2D>("Textures\\skyBox"); 
     skyDomeTransforms = new Matrix[skyDome.Bones.Count]; 
     // 
     font = Content.Load<SpriteFont>("Fonts//PCFont1"); 
     chatFont = Content.Load<SpriteFont>("Fonts//chatFont"); 
     xboxButtons = Content.Load<SpriteFont>("Fonts//xboxControllerSpriteFont"); 
     xboxFont = Content.Load<SpriteFont>("Fonts//MenuFont"); 
     spriteBatch = new SpriteBatch(graphics.GraphicsDevice); 
     TextureEffect = Content.Load<Effect>("TextureEffect"); 
     // Viewports 
     leftViewport = GraphicsDevice.Viewport; 
     rightViewport = GraphicsDevice.Viewport; 
     leftViewport.Width = leftViewport.Width/2; 
     rightViewport.Width = rightViewport.Width/2; 
     rightViewport.X = leftViewport.Width; 
     // 
    } 
+0

你在ContentManager上调用Dispose()吗?你使用某种定制的内容处理器/加载器吗?你是否Dispose()其他任何东西,比如Model?你的程序中是否有*任何* Dispose(),并且可以调用该纹理?另外,错误消息的堆栈跟踪是什么?我看到的只是加载代码 - 它在那里失败了吗?你第一次运行代码,还是将来有一段时间? – 2011-12-18 22:25:23

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我永远不会调用Dispose(),我不使用自定义内容处理器/加载器。 我怎样才能得到堆栈跟踪? – 2011-12-18 22:35:25

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当您尝试加载Texture2D时,是否抛出异常?什么是例外?你可以在一个try ... catch中包含LoadContent中的代码,并向我们发送被捕获到的异常。 – 2011-12-19 06:44:48

回答

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skyDomeTexture = Content.Load( “纹理\天空盒”);

尝试这种

skyDomeTexture = Content.Load(@ “纹理/天空盒”);

+0

你是逐字字符串文字应该仍然有一个反斜杠。第一个例子会将字符串作为空格来转义,而第二个例子不会试图转义字符串。 – Phill 2011-12-21 03:04:22

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