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swift - GK状态 : Why is StateMachine == nil on delegate call?

转载 作者:行者123 更新时间:2023-11-30 10:45:49 32 4
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我正在开发一个 SpriteKit 游戏,使用 GKStateMachine 在多个场景之间进行转换。我正在使用一个包含 StateMachine 实例的类,该实例具有多个状态。状态本身可以通过初始值设定项属性访问当前 SKView。 State 负责呈现场景,因此它们有一个 scene 属性,该属性将在 didEnter-Method 上呈现。现在我有一个 MainMenuState,它有一个带有 3 个按钮的场景。为了将按钮事件传递给状态,我编写了一个自定义委托(delegate)。 MainMenuState 实现委托(delegate)协议(protocol)并将场景的委托(delegate)属性设置为“self”。因此,当用户点击按钮时,操作将转发到委托(delegate)方法。我想使用委托(delegate)方法转换到下一个状态(例如 SettingsState)。但是,当我尝试访问委托(delegate)函数中的 GKStates StateMachine 属性时,它始终为零。我认为我这里有一个设计问题,而且我不知道如何解决。

MainMenuState 的代码

import Foundation
import GameplayKit

class MainMenuState : GKState, MenuSceneDelegate {

var view: SKView
var scene: GKScene?

init(view: SKView) {
self.view = view;
self.scene = GKScene(fileNamed: "MenuScene")
super.init()
}

override func isValidNextState(_ stateClass: AnyClass) -> Bool {
return stateClass is MultiplayerHostState.Type ||
stateClass is MultiplayerSearchState.Type ||
stateClass is SettingsState.Type
}

override func didEnter(from previousState: GKState?) {
super.didEnter(from: previousState)
// Load 'GameScene.sks' as a GKScene. This provides gameplay related content
// including entities and graphs.
if let scene = self.scene {

// Get the SKScene from the loaded GKScene
if let sceneNode = scene.rootNode as! MenuScene? {

// Set delegate
sceneNode.menuDelegate = self

// Copy gameplay related content over to the scene
sceneNode.entities = scene.entities
sceneNode.graphs = scene.graphs

// Set the scale mode to scale to fit the window
sceneNode.scaleMode = .aspectFill
sceneNode.size = view.bounds.size

// Present the scene
if let view = self.view as SKView? {
view.presentScene(sceneNode)

view.ignoresSiblingOrder = true

view.showsFPS = true
view.showsNodeCount = true
}
}
}
}



override func willExit(to nextState: GKState) {
super.willExit(to: nextState)
}

func hostGameClicked() {
if let stateMachine = self.stateMachine {
stateMachine.enter(MultiplayerHostState.self)
}
}

func joinGameClicked() {
if let stateMachine = self.stateMachine {
stateMachine.enter(MultiplayerSearchState.self)
}
}

func settingsClicked() {
// <-- Here the StateMachine is nil -->
if let stateMachine = self.stateMachine {
stateMachine.enter(SettingsState.self)
}
}
}

最佳答案

经过一番研究,我发现此行为是由 Swifts ARC 系统引起的。保存状态机引用的类仅在整个 ViewController 的函数中声明。因此,在存在该函数之后,类和状态机被释放。我在 View Controller 中解决了它:

class ViewController {
var classWithStateMachine: ClassWithStateMachine?

func initializeClassWithStateMachine {
self.classWithStateMachine = ClassWithStateMachine()
}
}

此代码片段只是概念演示,没有真正的代码。

关于swift - GK状态 : Why is StateMachine == nil on delegate call?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/55780715/

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