我的想法是在移动到游戏场景之前先显示地图几秒钟,然后游戏屏幕的层次结构如下所示:
GameViewController( UIViewController )-> EntryToGameScene( SKView )-> MapController( UIViewController )-> GamePlayGround( SKView )
当我从MapController移到GamePlayGround时遇到一个问题,为了能够首先从控制器移到场景,我将控制器视图类从Storyboard更改为SKView,然后添加了以下代码⬇️。handleDelay()
之后方法正在运行,游戏场景didMove()
方法有效,但屏幕卡在了旧视图(MapController)上!我确定游戏场景didMove()
方法有效,因为背景音乐开始播放。但是为什么屏幕没有变化?
我的代码如下:
override func viewDidLoad() {
super.viewDidLoad()
// Wait for three sec. then move to game scene
self.perform(#selector(handleDelay), with: nil, afterDelay: 3.0)
}
@objc fileprivate func handleDelay() {
view.layoutIfNeeded()
if let view = self.view as! SKView? {
// Load the SKScene
let scene = GameScene(size: sceneSize)
// Set the scale mode
scene.scaleMode = .aspectFill
scene.delegate = self
// Present the scene
view.presentScene(scene)
view.ignoresSiblingOrder = true
view.showsFPS = false
view.showsNodeCount = false
view.showsPhysics = false
}
}
所有答案都可以接受。
答案 0 :(得分:2)
从视图中删除所有子视图然后显示SKScene的解决方案。
注意:我知道它不是最好的解决方案,但目前没有其他选择,所以我像这样更改了代码:
override func viewDidLoad() {
super.viewDidLoad()
self.perform(#selector(handleDelay), with: nil, afterDelay: 3.0)
}
@objc fileprivate func handleDelay() {
self.view.subviews.forEach {$0.removeFromSuperview()}
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.swift' and should set it's size
let scene = SecondGameScene(size: self.view.frame.size)
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
view.ignoresSiblingOrder = true
view.showsFPS = false
view.showsNodeCount = false
}
}
更新: 最终,我找到了从SKScene和UIView Controller迁移的正确方法,反之亦然。
例如(从 SKScene 移至 UIViewController ):
fileprivate func moveToUIViewController(storyBoardId: String) {
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let vc = storyboard.instantiateViewController(withIdentifier: storyBoardId)
vc.view.frame = self.frame
vc.view.layoutIfNeeded()
self.view?.window?.rootViewController?.present(vc, animated: true, completion: nil)
}
(从 UIViewController 移至 SKScene ):
fileprivate func returnToSKScene() {
for element in self.view.subviews {
element.removeFromSuperview()
}
self.dismiss(animated: true) {
if let view = self.view as! SKView? {
// Load the SKScene
var scene: SKScene
scene = AboutScene(size: sceneSize)
// Set the scale mode
scene.scaleMode = .aspectFill
let transition = SKTransition.moveIn(with: .up, duration: 0.2)
// Present the scene
view.presentScene(scene, transition: transition)
view.ignoresSiblingOrder = true
view.showsFPS = false
view.showsNodeCount = false
view.showsPhysics = false
}
}
}
别忘了用“ SKView”更改UIViewController view 类:
从情节提要->身份检查器->自定义类中选择视图。
2。从“类”下拉列表中选择 SKView 。
答案 1 :(得分:0)
轻松修复。我将代码复制并粘贴到测试项目中,然后弄清楚您做错了什么。您没有引用要呈现的场景。您没有传递要显示的特定SKView。您正在呈现一个通用的SKView类。
此代码:
override func viewDidLoad() {
super.viewDidLoad()
// Wait for three sec. then move to game scene
self.perform(#selector(handleDelay), with: nil, afterDelay: 3.0)
}
@objc fileprivate func handleDelay() {
view.layoutIfNeeded()
if let view = self.view as! SKView? {
// Load the SKScene
let scene = GameScene(size: sceneSize)
// Set the scale mode
scene.scaleMode = .aspectFill
scene.delegate = self
// Present the scene
view.presentScene(scene)
view.ignoresSiblingOrder = true
view.showsFPS = false
view.showsNodeCount = false
view.showsPhysics = false
}
}
应如下所示:
override func viewDidLoad() {
super.viewDidLoad()
// Wait for three sec. then move to game scene
self.perform(#selector(handleDelay), with: nil, afterDelay: 3.0)
}
@objc fileprivate func handleDelay() {
view.layoutIfNeeded()
// Load the view as an SKView to prepare for an SKScene
if let view = self.view as! SKView? {
// Load the SKScene from the GameScene file
let scene = GameScene()
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
经过测试,可以正常工作。