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;
//
}
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
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
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