using Mono-Game,
i have some custom content files in some binary format (not .xnb)
in run-time i need to read the content of those files.
i prefer to get a stream, but if something will give me a filled byte[] or something, that's also fine..
this must be cross-platform as much as possible and work on PC \ Mobile \ consoles \ web \ what-ever-mono-game-offers
;
my efforts so far :
ContentManager.Load() does not read custom formats
subclassing ContentManager, and overriding OpenStream(string assetName) did not help - it expects the file i give it to end with .xnb
renaming all files to ".xnb" just for this is not possible for me, because some other proccess reads thease files and expects them the way they are
TitleContainer.OpenStream() seems to read files from the file system, but im not sure how they will be packed when building for mobile devices for example.
(i know that in unity: for android, content is simply copied to a folder on the device, but on iphone all content is packed to a binary package.. so reading from the file-system will not work)
(i dont have an iphone\ipad to test this on)
the simple "File.ReadAllBytes()" is no good for the same reason
;
My questions are :
- am i right about TitleContainer's cross-platform limitation ?
- what can i do ?
thanks.