我正在制作一个SpriteKit游戏,我正在尝试使用单例来预加载AppDelegate中的所有纹理,以便稍后我可以在游戏场景中使用带有纹理的类的实例。纹理都在委托中的单例中正确保存,但是当我尝试在我的游戏场景中稍后获取该实例时,我的单例中的SKTexture数组是空的。以下是我AppDelegate
func preLoadAllAssets() {
var assets = Assets() //make instance of the assets
let monkiesAtlas = SKTextureAtlas(named: "Monkies")
let monkiesAtlasLeft = SKTextureAtlas(named: "MonkiesLeft")
let bananaAnimatedAtlas = SKTextureAtlas(named: "Banana")
let asteroidAtlas1 = SKTextureAtlas(named: "SmallAsteroids")
let asteroidAtlas2 = SKTextureAtlas(named: "MediumAsteroids")
let asteroidAtlas3 = SKTextureAtlas(named: "LargeAsteroids")
let menuAtlas = SKTextureAtlas(named: "Menu")
SKTextureAtlas.preloadTextureAtlases([monkiesAtlas, monkiesAtlasLeft, bananaAnimatedAtlas, asteroidAtlas1, asteroidAtlas2, asteroidAtlas3, menuAtlas], withCompletionHandler: {
//initialize the different textures
assets.initAtlases(monkiesAtlas, monkiesAtlasLeft: monkiesAtlasLeft, bananaAnimatedAtlas: bananaAnimatedAtlas, asteroidAtlas1: asteroidAtlas1, asteroidAtlas2: asteroidAtlas2, asteroidAtlas3: asteroidAtlas3, menuAtlas: menuAtlas)
assets.initMonkies()
assets.initLeftMonkies()
assets.initBananaFrames()
assets.initSmallAsteroids()
assets.initMediumAsteroids()
assets.initLargeAsteroids()
assets.initMenu()
println("Finished preloading textures")
})
}
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
// Override point for customization after application launch.
Fabric.with([Crashlytics()])
//set up the assets
preLoadAllAssets()
return true
}
这是我的单身人士Assets
class Assets : SKScene {
static let sharedInstance = Assets()
var monkiesAtlas = SKTextureAtlas()
var monkiesAtlasLeft = SKTextureAtlas()
var bananaAnimatedAtlas = SKTextureAtlas()
var asteroidAtlas1 = SKTextureAtlas()
var asteroidAtlas2 = SKTextureAtlas()
var asteroidAtlas3 = SKTextureAtlas()
var menuAtlas = SKTextureAtlas()
//monkey textures that will be used in the scene
var monkeyTextures:[SKTexture]!
var monkeyLeftTextures:[SKTexture]!
var bananaFrames:[SKTexture]!
var smallAsteroidTextures:[SKTexture]!
var mediumAsteroidTextures:[SKTexture]!
var largeAsteroidTectures:[SKTexture]!
var menuTextures:[SKTexture]!
func initAtlases(monkiesAtlas:SKTextureAtlas, monkiesAtlasLeft:SKTextureAtlas, bananaAnimatedAtlas:SKTextureAtlas, asteroidAtlas1:SKTextureAtlas, asteroidAtlas2:SKTextureAtlas, asteroidAtlas3:SKTextureAtlas, menuAtlas:SKTextureAtlas) {
self.monkiesAtlas = monkiesAtlas
self.monkiesAtlasLeft = monkiesAtlasLeft
self.bananaAnimatedAtlas = bananaAnimatedAtlas
self.asteroidAtlas1 = asteroidAtlas1
self.asteroidAtlas2 = asteroidAtlas2
self.asteroidAtlas3 = asteroidAtlas3
self.menuAtlas = menuAtlas
}
//init the monkies textures
func initMonkies() /*-> [SKTexture]*/ {
//get textures from the atlas
//let monkiesAtlas = SKTextureAtlas(named: "Monkies")
var tempMonkeyTextures = [SKTexture]()
let numImages = monkiesAtlas.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempMonkeyTextures.append(monkiesAtlas.textureNamed("monkey\(i)"))
}
//return tempMonkeyTextures
self.monkeyTextures = tempMonkeyTextures
}
//init the monkies textures
func initLeftMonkies() /*-> [SKTexture]*/ {
//get textures from the atlas
//let monkiesAtlas = SKTextureAtlas(named: "MonkiesLeft")
var tempMonkeyTextures = [SKTexture]()
let numImages = monkiesAtlas.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempMonkeyTextures.append(monkiesAtlas.textureNamed("MonkeyLeft\(i)"))
}
//return tempMonkeyTextures
self.monkeyLeftTextures = tempMonkeyTextures
}
//set up the banana frames
func initBananaFrames() /*-> [SKTexture]*/ {
//let bananaAnimatedAtlas = SKTextureAtlas(named: "Banana")
var tempBananaFrames = [SKTexture]()
let numImages = bananaAnimatedAtlas.textureNames.count
for var i = 1; i <= numImages; i++ {
tempBananaFrames.append(bananaAnimatedAtlas.textureNamed("banana\(i)"))
}
//return tempBananaFrames
self.bananaFrames = tempBananaFrames
}
//init the asteroids textures
func initSmallAsteroids() /*-> [SKTexture]*/ {
//get textures from the atlas
//let asteroidAtlas1 = SKTextureAtlas(named: "SmallAsteroids")
var tempAsteroidTextures = [SKTexture]()
let numImages = asteroidAtlas1.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempAsteroidTextures.append(asteroidAtlas1.textureNamed("asteroid\(i)"))
}
//return tempAsteroidTextures
self.smallAsteroidTextures = tempAsteroidTextures
}
//init the asteroids textures
func initMediumAsteroids() /*-> [SKTexture]*/ {
//get textures from the atlas
//let asteroidAtlas2 = SKTextureAtlas(named: "MediumAsteroids")
var tempAsteroidTextures = [SKTexture]()
let numImages = asteroidAtlas2.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempAsteroidTextures.append(asteroidAtlas2.textureNamed("asteroid\(i)"))
}
//return tempAsteroidTextures
self.mediumAsteroidTextures = tempAsteroidTextures
}
//init the asteroids textures
func initLargeAsteroids() /*-> [SKTexture]*/ {
//get textures from the atlas
//let asteroidAtlas3 = SKTextureAtlas(named: "LargeAsteroids")
var tempAsteroidTextures = [SKTexture]()
let numImages = asteroidAtlas3.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempAsteroidTextures.append(asteroidAtlas3.textureNamed("asteroid\(i)"))
}
//return tempAsteroidTextures
self.largeAsteroidTectures = tempAsteroidTextures
}
//init the menu textures
func initMenu() /*-> [SKTexture]*/ {
//get textures from the atlas
//let menuAtlas = SKTextureAtlas(named: "Menu")
var tempMenuTextures = [SKTexture]()
let numImages = menuAtlas.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempMenuTextures.append(menuAtlas.textureNamed("menu\(i)"))
}
//return tempMenuTextures
self.menuTextures = tempMenuTextures
}
}
这就是我在sharedInstance
GameScene
的地方
self.monkeyTextures = Assets.sharedInstance.monkeyTextures
self.monkeyLeftTextures = Assets.sharedInstance.monkeyLeftTextures
self.bananaFrames = Assets.sharedInstance.bananaFrames
self.smallAsteroidTextures = Assets.sharedInstance.smallAsteroidTextures
self.mediumAsteroidTextures = Assets.sharedInstance.mediumAsteroidTextures
self.largeAsteroidTextures = Assets.sharedInstance.largeAsteroidTectures
self.menuTextures = Assets.sharedInstance.menuTextures
正如您所看到的,我正在从单身人士中设置游戏场景中的[SKTexture]
个变量。这是他们是空的,游戏崩溃。我的单身人员做错了什么?这是很多代码所以请提前感谢您的帮助!
答案 0 :(得分:2)
在didFinishLaunchingWithOptions中将所有内容加载到AppDelegate中是一个坏主意。如果您的加载时间过长,或者应用程序将被系统杀死,您可能会被拒绝。您可以将加载场景作为第一个视图,然后从单个类中加载它。也可以尝试单身人士。
private let _sharedInstance = Assets()
class Assets {
class var sharedInstance : Assets {
return _sharedInstance
}
// The rest of your code here
}