我一直使用swift在sprite工具包中创建游戏并遇到了问题。我有两个视图控制器,每个控制器有一个场景,一个模态转换到另一个场景。这一切都在第一次完美运行,但是当我回到第一个视图控制器然后再次转到第二个时,我已经使用了两倍的内存。这给我的印象是没有任何东西被解除分配,但每次我转换到场景时都会重新分配对象。我在乐器中运行了应用程序并得到了相同的结果。在下面的图像中,我从一个场景移动到下一个场景,然后再次回到第一个场景,但它似乎重新分配第一个场景但尚未清除任何内存。由于dealloc方法现在尚未使用,我不知道如何解决这个问题。我将代码发布到下面的第一个视图控制器,以便您查看它。非常感谢。
import UIKit
import SpriteKit
class SelectionViewController: UIViewController {
var selectionScene:SelectionScene?
var currentRocketName = ""
@IBOutlet var playButton: UIButton
override func viewDidLoad() {
super.viewDidLoad()
if let selectionScene = SelectionScene.unarchiveFromFile("SelectionScene") as? SelectionScene {
// Configure the view.
let skView = self.view as SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.multipleTouchEnabled = false
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
selectionScene.scaleMode = .ResizeFill
selectionScene.viewController = self
skView.presentScene(selectionScene)
NSNotificationCenter.defaultCenter().addObserver(selectionScene, selector: "spinnerChanged", name: "spinnerValueChanged", object: nil)
NSNotificationCenter.defaultCenter().addObserver(selectionScene, selector: "productBought", name: "ProductBought", object: nil);
NSNotificationCenter.defaultCenter().addObserver(selectionScene, selector: "manageErrorInPurchase", name: "ErrorOccured", object: nil)
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func viewDidAppear(animated: Bool) {
}
@IBAction func playButtonPressed(sender: UIButton) {
self.performSegueWithIdentifier("moveToGame", sender: nil)
}
override func prefersStatusBarHidden() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.toRaw())
} else {
return Int(UIInterfaceOrientationMask.All.toRaw())
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func viewDidUnload() {
NSNotificationCenter.defaultCenter().removeObserver(selectionScene)
}
override func viewDidDisappear(animated: Bool) {
NSNotificationCenter.defaultCenter().removeObserver(selectionScene)
}
override func prepareForSegue(segue: UIStoryboardSegue!, sender: AnyObject!) {
if segue.identifier == "moveToGame" {
let destController = segue.destinationViewController as GameViewController
destController.rocketTexture = SKTexture(imageNamed: self.currentRocketName)
}
}
}
selectionScene
和currentRocketName
一旦加载到视图中就会传递给viewController
答案 0 :(得分:4)
我还不熟悉Swift,所以我会给你一些Objective-C中的例子。
为IBOutlet
创建skView
。当你要展示另一个ViewController时,从它的superview中删除skView
并将其取出:
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender {
// Need to deallocate GameScene (if game is not paused)
[self.skView removeFromSuperview];
self.skView = nil;
....
}
当ViewController加载时,不要忘记将skView
添加回ViewController的视图:
if (!self.skView.window) {
[self.view addSubview:self.skView];
}
要轻松检查SKScene
是否已取消分配,请将此方法添加到其中:
- (void)dealloc {
NSLog(@"GAME SCENE DEALLOCATED");
}
答案 1 :(得分:0)
我有类似的问题。
原来我通过将SKScene实例作为另一个类中的委托创建了一个强引用。在声明SKScene类型或UIView类型的每个属性为弱后,我的问题得到了解决:
weak var skScene:SKScene!