我有移动对象并在移动时运行动画的功能:
func animateMove(move: MoveTo, completion: () -> ()) {
let object = move.object
let spriteName = "\(object.spriteName)\(move.direction.name)"
let textures = TextureCache.loadTextures(spriteName)
let animate = SKAction.animateWithTextures(textures, timePerFrame: moveDuration/NSTimeInterval(textures.count))
let point = pointForColumn(move.column, row: move.row)
let move = SKAction.moveTo(point, duration: moveDuration)
move.timingMode = .Linear
let group = SKAction.group([move, animate])
object.sprite!.removeAllActions()
object.sprite!.runAction(group, completion: completion)
}
我也有这个问题:
class TextureCache {
...
static func loadTextures(name: String) -> [SKTexture] {
let atlas = "\(name).atlas"
return TextureCache.sharedInstance.loadTexturesFromAtlas(atlas, name: name)
}
private func loadTexturesFromAtlas(atlas: String, name: String) -> [SKTexture] {
if let textures = textureDictionary["\(atlas):\(name)"] {
return textures
}
let textureAtlas = SKTextureAtlas(named: atlas)
var textures = [SKTexture]()
for i in 0..<textureAtlas.textureNames.count {
textures.append(SKTexture(imageNamed: "\(name)\(i)"))
}
textureDictionary["\(atlas):\(name)"] = textures
return textures
}
所以,问题是在第一次调用时fps显着下降并且CPU时间增加,例如:将对象移动到左侧 - 从30 fps下降到8 fps。
答案 0 :(得分:0)
问题出现在我的身边,是:
let textureAtlas = SKTextureAtlas(named: atlas)
var textures = [SKTexture]()
for i in 0..<textureAtlas.textureNames.count {
textures.append(SKTexture(imageNamed: "\(name)\(i)"))
}
现在:
let textureAtlas = SKTextureAtlas(named: atlas)
var textures = [SKTexture]()
for i in 0..<textureAtlas.textureNames.count {
let texture = textureAtlas.textureNamed("\(name)\(i)")
texture.size()
textures.append(texture)
}