XNA で 3D メニューをビルドしようとしていますが、NotImplementedException エラーが表示されます。選択する 4 つのボタンを備えたメニュー。このプロジェクトで見逃したものはありますか? 私はXNAが初めてです。コードは次のとおりです。前もって感謝します。
//ModelMenuGame.cs
public class ModelMenuGame : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont font;
        Model menuItemModel;
        Vector3 cameraPosition;
        Matrix view;
        Matrix projection;
        List<ModelMenuItem> Menu;
        int TotalMenuItems = 4;
        Rectangle LeftRegion;
        Rectangle RightRegion;
        int currentIndex = 0;
        public event EventHandler OnTap;           
        public ModelMenuGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            TargetElapsedTime = TimeSpan.FromTicks(333333);
            InactiveSleepTime = TimeSpan.FromSeconds(1);
        }
         protected override void Initialize()
        {
            cameraPosition = new Vector3(-40, 10, 40);
            view = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up);
            projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 1.0f, 1000.0f);
            Menu = new List<ModelMenuItem>();
            LeftRegion = new Rectangle(0, 0, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height);
            RightRegion = new Rectangle(GraphicsDevice.Viewport.Width / 2, 0, GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height);
            OnTap = new EventHandler(Item_OnTap);
            currentIndex = currentIndex % TotalMenuItems;
            if (currentIndex < 0)
            {
                currentIndex = TotalMenuItems - 1;
            }
            else if(currentIndex > TotalMenuItems - 1)
                {
                    currentIndex = 0;
                }
            foreach (ModelMenuItem item in Menu)
            {
                if (item.Index == currentIndex)
                {
                    item.Selected = true;
                }
                else
                {
                    item.Selected = false;
                }
            }   
            menuItemModel = Content.Load<Model>("ModelMenuItem3D");    
            font = Content.Load<SpriteFont>("gameFont");    
            for (int i = 0; i < TotalMenuItems; i++ )
            {
                int X = -20;
                ModelMenuItem item =  new ModelMenuItem(this, menuItemModel, view, projection);
                item.Translation = new Vector3(X + (i * 20), 0, 0);
                item.Index = i;
                Menu.Add(item);
            }
            Menu[0].Selected = true;  
            base.Initialize();
        }
        private void Item_OnTap(object sender, EventArgs e)
        {
            throw new NotImplementedException();
        }
       protected override void LoadContent()
        {               
            spriteBatch = new SpriteBatch(GraphicsDevice);    
        }
       protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }    
       protected override void Update(GameTime gameTime)
        {
           if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            Vector2 tapPosition = new Vector2();
            TouchCollection touches = TouchPanel.GetState();
            if (touches.Count > 0 && touches[0].State == TouchLocationState.Pressed)
            {
                tapPosition = touches[0].Position;
                Point point = new Point((int)tapPosition.X, (int)tapPosition.Y);
                if (LeftRegion.Contains(point))
                {
                    --currentIndex;
                    OnTap(this, null);
                }
                else if (RightRegion.Contains(point))
                {
                    ++currentIndex;
                    OnTap(this, null);
                }    
            }
            base.Update(gameTime);
        }
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState = BlendState.AlphaBlend;
            foreach (ModelMenuItem item in Menu)
            {
                item.Draw();
            }
            spriteBatch.Begin();
            spriteBatch.DrawString(font , "Current Index :" + currentIndex.ToString(),new Vector2(0, 0), Color.White);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
