XNA数据保存.pptVIP

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XNA数据保存

简单配置文件存取 XNA存取类 EasyStorage存取示例 简单配置文件存取 XNA存取类 EasyStorage存取示例 简单配置文件存取 XNA存取类 EasyStorage存取示例 感谢您的关注 Storage Locations When programming with the XNA Framework, you read files from two general locations: Title storage?is where the game executable and support files (shaders, meshes, textures, and so on) are located. User storage?is the space a player provides for game data (such as saves) that is either locked to a particular profile or available to all players. Title Storage Title storage refers to the read-only storage in the default game storage location, including the game executable and all other files packaged with the game. Data in title storage may be accessed through one of two ways: Content Pipeline Typically, game assets (such as textures, shaders, media, and custom data) are accessed through the?Content Pipeline. The assets managed through these facilities are not accessed directly as files, but instead are loaded and unloaded through?ContentManager?by reference to the names they were given at build-time. Your XNA Game Studio game should use the Content Pipeline, as it offers the most flexible and efficient facilities to manage these assets, and assures speedy operation of your game. File Stream Access As noted, your game should use the Content Pipeline to manage its game assets. There may be exceptional cases in which youll want to manage your own game data—for example, if you have a preexisting content manager that you want to use with XNA Game Studio, or if you otherwise want stream level access to arbitrary game data files. You can add arbitrary data files to title storage at build time, and theyll be available to your game during runtime through?TitleContainer, which provides stream level access to any files in this location. The following sections describe how to add files to, and read files from, title storage through file stream access: This procedure describes how to access game data files once they are added to your project. Pass the

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