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我在 XNA 上闲逛,我已经到了需要加载字体的部分。很简单吧?
Font1 = Content.Load<SpriteFont>("Arial");
是我用来加载字体的代码。
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Arial</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>14</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<!-- <DefaultCharacter>*</DefaultCharacter> -->
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start> </Start>
<End>~</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
是我使用的 spritefont 文件。它位于 Content/Arial.spritefont。
无论我选择什么字体,都无法加载该字体。
Error loading "Arial". File not found.
最佳答案
如果您正在设置内容根目录(此行是默认模板的一部分),您发布的代码看起来很好:
Content.RootDirectory = "Content";
如果您已将 .spritefont
文件正确添加到您的内容项目并且它正在正确构建。检查是否在可执行文件旁边的 Content
目录中创建了一个 Arial.xnb
文件(在 bin/Debug
或 bin/Release 中
取决于你的构建目标)。
如果您仍然遇到问题,请尝试创建一个新的 XNA 项目,看看您是否可以在其中使用一种字体。
关于c# - 无法在 XNA4 中加载 spriteFont,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/5041457/
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