このチュートリアルに従おうとしていますが、実装しようとするとエラーが発生します。
行については、using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline.Processors;
私に言っています:Error 3 The type or namespace name 'Pipeline' does not exist in the namespace 'Microsoft.Xna.Framework.Content' (are you missing an assembly reference?)
使用しようとしているすべてのクラスが強調表示され、次のように表示されます。Error 8 The type or namespace name 'ModelProcessor' could not be found (are you missing a using directive or an assembly reference?)
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline.Processors;
// TODO: replace these with the processor input and output types.
using TInput = System.String;
using TOutput = System.String;
using System.IO;
namespace Game.Engine
{
/// <summary>
/// This class will be instantiated by the XNA Framework Content Pipeline
/// to apply custom processing to content data, converting an object of
/// type TInput to TOutput. The input and output types may be the same if
/// the processor wishes to alter data without changing its type.
///
/// This should be part of a Content Pipeline Extension Library project.
///
/// TODO: change the ContentProcessor attribute to specify the correct
/// display name for this processor.
/// </summary>
[ContentProcessor]
public class CustomEffectModelProcessor : ModelProcessor
{
protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context)
{
EffectMaterialContent myMaterial = new EffectMaterialContent();
string effectPath = Path.GetFullPath("MyEffect.fx");
myMaterial.Effect = new ExternalReference<EffectContent>(effectPath);
return base.ConvertMaterial(myMaterial, context);
}
}
}