我正在尝试让一个SKScene呈现具有转换行为的场景工作。目前的场景在技术上是可行的,尽管我得到的只是默认的MoveUp转换行为。我正在为场景从存档加载SpriteKit场景。我为转换类型输入了什么似乎并不重要,我总是得到默认的行为。我已经进行了调试,以确保转换有一个值(即,不是nil)。我正在使用iCloud和coreData管理的对象,尽管我不知道这会对场景演示产生什么影响。我已经在视图WillAppear中包含了托管对象代码。
class GameViewController: UIViewController, GameDelegate {
var managedObjectContext: NSManagedObjectContext!
var heroCharacter : HeroCharacter!
override func viewDidLoad() {
super.viewDidLoad()
presentGameScene()
}
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
// access the application managed object context - jwg
managedObjectContext = (UIApplication.sharedApplication().delegate as! AppDelegate).managedObjectContext
// Persistant Store Changes uses the coordinator
NSNotificationCenter.defaultCenter().addObserver(self, selector: "receivePersistantStoreDidChange", name: NSPersistentStoreCoordinatorStoresDidChangeNotification, object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: "receivePersistantStoreWillChange:", name: NSPersistentStoreCoordinatorStoresWillChangeNotification, object: managedObjectContext.persistentStoreCoordinator)
// iCloud notifications using the coordinator
NSNotificationCenter.defaultCenter().addObserver(self, selector: "receiveICloudChanges:", name: NSPersistentStoreDidImportUbiquitousContentChangesNotification, object: managedObjectContext.persistentStoreCoordinator)
}
// MARK: scenes
func presentGameScene() {
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
// 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
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
// set target values
scene.heroCharacter = heroCharacter
scene.viewDelegate = self
// this transition is not working
let transition = SKTransition.fadeWithDuration(10)
skView.presentScene(scene, transition: transition)
}
}
场景代码也是相当通用的
override func didMoveToView(view: SKView) {
// access the application managed object context - jwg
managedObjectContext = (UIApplication.sharedApplication().delegate as! AppDelegate).managedObjectContext
// Setup physics world's contact delegate
physicsWorld.contactDelegate = self
// Setup waterfall
waterfall = self.childNodeWithName(kWaterfallName) as? SKSpriteNode
// Setup goal
goal = self.childNodeWithName("goal") as? SKSpriteNode
// Setup initial camera position
updateCamera()
// load texture atlases
CharacterSprite.loadTextureAtlasArrays()
var textureAtlasArray = [SKTextureAtlas]()
textureAtlasArray.append(SKTextureAtlas(named: kIcebergAtlas))
SKTextureAtlas.preloadTextureAtlases(textureAtlasArray, withCompletionHandler: { () -> Void in
#if DEBUG
print("completed loading atlases")
#endif
self.startScene()
})
}
func updateCamera() {
if let camera = camera {
camera.position = CGPoint(x: characterSprite!.position.x, y: characterSprite!.position.y)
}
}
您为什么要衰落10秒?看起来很长。这也是你的GameViewController中的代码吗?
SKTransitions仅在从一个SKScene转换到另一个SKScene时工作。从GameViewController加载第一个场景将不使用转换,因为从技术上讲没有任何转换。
顺便说一句,在swift 2中,你可以去掉扩展来取消对SKScene的调用。你也可以说(如果你使用的是GameScene.sks)
if let scene = GameScene(fileNamed: "GameScene") {
...
}