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ios - 模态转换后释放 SKScene

转载 作者:搜寻专家 更新时间:2023-11-01 06:24:39 24 4
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我一直在使用 swift 在 sprite kit 中创建游戏,但遇到了问题。我有两个 View Controller ,每个都有一个场景,一个以模态方式过渡到另一个。这一切都在第一轮完美运行,但是当我返回到第一个 View Controller 然后再次转到第二个时,我使用了双倍的内存。这给我的印象是没有任何东西被释放,但是每次我转换到场景时对象都会被重新分配。我在仪器中运行该应用程序并得到相同的结果。在下图中,我从一个场景移动到下一个场景,然后又回到第一个场景,但它似乎重新分配了第一个场景,但没有清除任何内存。由于现在未使用 dealloc 方法,我不知道如何解决这个问题。我会将代码发布到下面的第一个 View Controller ,以便您可以查看它。非常感谢。

Instument's recordings

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)
}
}

}

selectionScenecurrentRocketName 一旦加载到 View 中就会被传递给 viewController

最佳答案

我还不熟悉 Swift,所以我会用 Objective-C 给你例子。

skView 创建一个 IBOutlet。当您要呈现另一个 ViewController 时,从它的 super View 中删除 skView 并将其清除:

- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender {
// Need to deallocate GameScene (if game is not paused)
[self.skView removeFromSuperview];
self.skView = nil;
....
}

当加载 ViewController 时,不要忘记将 skView 添加回 ViewController 的 View :

if (!self.skView.window) {
[self.view addSubview:self.skView];
}

要轻松检查 SKScene 是否被释放,请将此方法添加到其中:

- (void)dealloc {
NSLog(@"GAME SCENE DEALLOCATED");
}

关于ios - 模态转换后释放 SKScene,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/24609288/

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