Content management
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includes it's own content management system that builds on the MonoGame/FNA class. All content management goes through the which is a subclass of . The has a 'assets' command that will log all scene or global assets so you will always know what is still in memory.
nez provides containers for global and per-scene content. You can also create your own at any time if you need to manage some short-lived assets. You can also unload assets at any time via the UnloadAsset<T>
method. Note that Effects should be unloaded with UnloadEffect
since they are a special case.
There is a global available via Core.Content
. You can use this to load up assets that will survive the life of your application. Things like your fonts, shared atlases, shared sound effects, etc.
Each scene has it's own (Scene.Content) that you can use to load per-scene assets. When a new scene is set all of the assets from the previous scene will automatically be unloaded for you.
There are several ways to load with Nez that are not present in MonoGame/FNA. These were added to make management easier, especially when dealing with that are subclasses of (such as and ). All of the built-in Nez can also be loaded easily. The available methods are:
LoadMonoGameEffect: loads and manages any Effect that is built-in to MonoGame such as BasicEffect, AlphaTestEffect, etc
LoadEffect/LoadEffect: loads an ogl/fxb effect directly from file and handles disposing of it when the ContentManager is disposed
LoadEffect( string name, byte[] effectCode ): loads an ogl/fxb effect directly from its bytes and handles disposing of it when the ContentManager is disposed
LoadNezEffect: loads a built-in Nez effect. These are any of the Effect
subclasses in the folder.
The big advantage to using it is that you will never have a reference to content that doesnt actually exist in your project. You get compile-time checking of all your content. Setup is as follows:
in the properties pane for the file set the "Custom Tool" to "TextTemplatingFileGenerator"
right click the file and choose Tools -> Process T4 Template to generate the Content class
Nez includes that will generate a static Nez.Content
class for you that contains the names of all of the files processed by the . This lets you change code like the following:
copy the file into the root of your project (you could place it elsewhere and then modify the sourceFolder
variable in the file. For example, if using only precompiled XNB files in an FNA project you would set sourceFolder = "Content/"
)
provides asynchronous loading of assets as well. You can load a single asset or an array of assets via the LoadAsync<T>
method. It takes a callback Action that will be called once the assets are loaded.