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Swift,SpriteKit:释放一个Gamescene并重新分配一个新的

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我需要在玩家完成一个关卡后释放playcene,以便内存可用于加载我游戏的另一个级别 . 如果我不这样做,我的应用程序崩溃是因为内存问题 .

我遵循了那里的指示:

Swift: Deallocate GameScene after transition to new scene?

但不幸的是,它对我不起作用 . 我在GameViewController类中收到错误“无法将值'UIView'转换为'SKView' . 这是我的整个代码:

import Foundation
import UIKit
import SpriteKit

class GameViewController: UIViewController {

    var scene1: SKScene?
    var scene2: SKScene?
    var scene3: SKScene?
    var skView: SKView?


    func nextSceneAction1() {

        scene2 = nil
        scene3 = nil

        skView! = self.view as! SKView
        skView!.showsFPS = true
        skView!.showsNodeCount = true

        /* Sprite Kit applies additional optimizations to improve rendering performance */
        skView!.ignoresSiblingOrder = true

        scene1 = TransitionSigns(size: skView!.frame.size)
        scene1!.size.width = 2048
        scene1!.size.height = 1536


        /* Set the scale mode to scale to fit the window */
        scene1!.scaleMode = .AspectFill

        let transition = SKTransition.revealWithDirection(.Right, duration: 2)

        scene1!.scaleMode = .AspectFill
        skView!.presentScene(scene1!, transition: transition)
    }

    func nextSceneAction2() {

        scene1 = nil
        scene3 = nil

        let skView = self.view as! SKView
        skView.showsFPS = true
        skView.showsNodeCount = true

        /* Sprite Kit applies additional optimizations to improve rendering performance */
        skView.ignoresSiblingOrder = true

        scene2 = TransitionSigns(size: skView.frame.size)
        scene2!.size.width = 2048
        scene2!.size.height = 1536


        /* Set the scale mode to scale to fit the window */
        scene2!.scaleMode = .AspectFill

        let transition = SKTransition.revealWithDirection(.Right, duration: 2)

        scene2!.scaleMode = .AspectFill
        skView.presentScene(scene2!, transition: transition)
    }

    func nextSceneAction3() {

        scene1 = nil
        scene2 = nil

        let skView = self.view as! SKView
        skView.showsFPS = true
        skView.showsNodeCount = true

        /* Sprite Kit applies additional optimizations to improve rendering performance */
        skView.ignoresSiblingOrder = true

        scene3 = TransitionSigns(size: skView.frame.size)
        scene3!.size.width = 2048
        scene3!.size.height = 1536


        /* Set the scale mode to scale to fit the window */
        scene3!.scaleMode = .AspectFill

        let transition = SKTransition.revealWithDirection(.Right, duration: 2)

        scene3!.scaleMode = .AspectFill
        skView.presentScene(scene3!, transition: transition)
    }


    override func viewWillLayoutSubviews() {
        // Configure the view.

        let skView = self.view as! SKView
        skView.showsFPS = true
        skView.showsNodeCount = true

        /* Sprite Kit applies additional optimizations to improve rendering performance */
        skView.ignoresSiblingOrder = true

        let scene = MainView(size: skView.frame.size)
        scene.size.width = 2048
        scene.size.height = 1536

        /* Set the scale mode to scale to fit the window */
        scene.scaleMode = .AspectFill

        skView.presentScene(scene)
    }

    override func shouldAutorotate() -> Bool {
        return true
    }

    override func supportedInterfaceOrientations() ->   UIInterfaceOrientationMask {
        if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
            return UIInterfaceOrientationMask.AllButUpsideDown
        } else {
            return UIInterfaceOrientationMask.All
        }
    }

    override func didReceiveMemoryWarning() {
        super.didReceiveMemoryWarning()
        // Release any cached data, images, etc that aren't in use.
    }

    override func prefersStatusBarHidden() -> Bool {
        return true
    }


    override func viewDidLoad() {
        super.viewDidLoad()

    }

    override func viewDidDisappear(animated: Bool) {

        self.view.removeFromSuperview()
    }

    override func viewWillDisappear(animated: Bool){
        self.view.removeFromSuperview()
    }
}

我从其他类调用不同的函数 nextSceneAction1()nextSceneAction2()nextSceneAction3()

let controller1 = GameViewController()
controller1.nextSceneAction1()

要么

let controller2 = GameViewController()
controller2.nextSceneAction1()

加载新场景时,我收到此错误:“无法将'UIView'类型的值转换为'SKView' . 你知道这段代码有什么问题吗?

顺便说一句,在开启新场景之前,我打开所有其他可能性来清理旧场景,以便在应用程序的生命周期内没有内存崩溃 .

1 回答

  • 2

    一般情况下,一旦转换到新场景,SKScene会自动解除分配,除非您有内存泄漏,因此通常您不必特别为释放内存做任何事情 .

    要查看您的场景是否已取消分配,您可以添加deinit方法

    func deinit {
          print("scene did deallocate")
      }
    

    如果在更改场景时调用此方法,则您知道所有内容都已正确解除分配,如果未调用它,则会出现内存泄漏 .

    此外,您的代码有问题,每次更改场景而不是访问当前实例时,您都在创建一个新的GameViewController实例 .

    let controller2 = GameViewController() // creates new instance of GameViewController
     controller2.nextSceneAction1()
    

    您通常只从GameViewController加载第一个场景,并且可以直接在您所在的SKScene中完成所有其他场景更改 . 不要为此使用GameViewController .

    在您当前的SKScene中,您可以更改为这样的新场景(例如从GameScene到MenuScene)

    class GameScene: SKScene {
    
          ...
    
    
           func loadMenuScene() {
    
               let menuScene = MenuScene(size: self.size) // use size of current scene          
               let transition = Some SKTransition
               view?.presentScene(menuScene, withTransition: transition)
          }  
     }
    

    希望这可以帮助

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