ios – SpriteKit在转换到新场景时收到有关UIElements的错误

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您好我正在使用 Swift的SpriteKit游戏,现在只有两个场景,一个加载场景和游戏场景.游戏场景到达数据库以在呈现之前获取信息.游戏场景中的一切都很棒.当我首先进入装载场景而不是直接进入游戏场景时,我遇到了问题.通过回调,我告诉加载场景,一旦完成数据库操作就会呈现游戏场景.然而,当我尝试呈现时,我得到了10个这样的大错误

2015-11-12 09:48:33.880 SpaceAcademy[2373:764586] This application is
modifying the autolayout engine from a background thread,which can
lead to engine corruption and weird crashes. This will cause an
exception in a future release. (followed by a bunch of random info)

现在通过一些测试,我发现它是我的UIElement,例如按钮,滑块和标签,这些都是导致这种情况发生的.但是我将它们移动到了didMoveToView函数中,所以我很困惑为什么它们仍然会抛出错误,因为它们位于“后台线程”中.

还奇怪的是,这些都不是致命的错误.我的控制台刚刚爆炸,UIElements在延迟十秒后出现.其他奇怪的是,如果我点击我知道按钮应该是的位置,该功能仍然被调用,就像按钮实际上在那里一样.

我非常感谢摆脱控制台爆炸的解决方案,但更重要的是摆脱了UI元素出现的十秒延迟,谢谢!

代码设置场景

let skView = view as! SKView
    skView.showsFPS = false
    skView.showsNodeCount = false
    skView.ignoresSiblingOrder = true

    let scene = GameScene(size: view.bounds.size)
    scene.scaleMode = SKSceneScaleMode.ResizeFill


    let loading = LoadingScene(size: view.bounds.size,newScene: scene)
    skView.presentScene(loading,transition: SKTransition.crossFadeWithDuration(1))

    scene.setEverythingUp(loading)

加载场景:

import Foundation
import SpriteKit

class LoadingScene:SKScene{
    var newScene:SKScene!
    var oldCount = 0
    var loadCount = 0{
    didSet{
        print(loadCount)
        if loadCount == 0{
            if oldCount == 1{
                self.view?.presentScene(newScene)
            }
        }
        oldCount = loadCount
    }
}

init(size: CGSize,newScene:SKScene) {
    self.newScene = newScene
    super.init(size: size)

}

required init?(coder aDecoder: NSCoder) {
    fatalError("init(coder:) has not been implemented")
}

override func didMoveToView(view: SKView) {
    self.backgroundColor = UIColor.blackColor()
    let imageArray = [
        SKTexture(imageNamed: "Loader/Loader1.png"),SKTexture(imageNamed: "Loader/Loader2.png"),SKTexture(imageNamed: "Loader/Loader3.png")
    ]

    let loader = SKSpriteNode(texture: imageArray[0])
    let animation = SKAction.animateWithTextures(imageArray,timePerFrame: 0.33)
    loader.runAction(SKAction.scaleBy(0.25,duration: 0))
    loader.zPosition = 100
    loader.runAction(SKAction.repeatActionForever(animation))
    loader.position = CGPointMake(self.size.width/2,self.size.height/2)
    self.addChild(loader)
}

func start(){
    self.loadCount = self.loadCount + 1
}

func end(){
    self.loadCount = self.loadCount - 1
}

}

来自GameScene的代码

func setEverythingUp(myLoadingScene: LoadingScene){

    let defaults: NSUserDefaults = NSUserDefaults.standardUserDefaults()

    var Id = 0
    if let tempID = defaults.objectForKey("UserId") as? Int {
       Id = tempID
    }else{
        print("newUser")
        defaults.setObject(0,forKey: "UserId")
        defaults.synchronize()
    }

    self.mySettings = Settings(UserId: Id)
    self.myURLRequests = URLRequests(thesettings: self.mySettings)

    ///////////call back system here,start() increments number of tasks waiting to finish,end() means a task is finished

    myLoadingScene.start()
    myURLRequests.getFleet(self,UserId: self.mySettings.UserId,enemy: false){ () -> () in
        myLoadingScene.end()
    }

    myLoadingScene.start()
    myURLRequests.getFleet(self,enemy: true){ () -> () in
        myLoadingScene.end()
    }



    self.backgroundColor = SKColor.blackColor()
    self.physicsWorld.contactDelegate = self
    self.physicsWorld.gravity = CGVector(dx: 0,dy: 0)
    addStars()


    self.anchorPoint = CGPoint(x:self.size.width/2,y:self.size.height/2)
    self.myCamera.position = CGPointMake(200,0)
    self.addChild(self.myCamera)
    self.camera = self.myCamera
    self.myAnchor.position = self.myCamera.position
}



override func didMoveToView(view: SKView) {
    print("in view")

    let pinch = UIPinchGestureRecognizer(target: self,action: Selector("PinchScale:"))
    let tap = UITapGestureRecognizer(target: self,action: Selector("Tap:"))
    let pan = UIPanGestureRecognizer(target: self,action: Selector("DragMove:"))

    self.view?.addGestureRecognizer(pinch)
    self.view?.addGestureRecognizer(tap)
    self.view?.addGestureRecognizer(pan)


    let fireButton = UIButton(type: .System)
    fireButton.setTitle("Fire!",forState: UIControlState.Normal)
    fireButton.titleLabel!.font = UIFont(name: "TrebuchetMS",size: 70)
    fireButton.sizeToFit()
    fireButton.frame = CGRect(x: self.size.width*0.5 - 80,y: 20,width: self.size.width*0.3,height: 30)
    fireButton.addTarget(self,action: Selector("FireButtonClicked"),forControlEvents: UIControlEvents.TouchUpInside)
    self.view?.addSubview(fireButton)

    let alternateControls = false

    let AngleLabel = UILabel()
    AngleLabel.text = "Angle"
    AngleLabel.font = UIFont(name: "TrebuchetMS",size: 30)
    AngleLabel.textColor = UIColor.blueColor()


    let AngleSlider = UiSlider()
    AngleSlider.addTarget(self,action: Selector("AngleSlided:"),forControlEvents: UIControlEvents.ValueChanged)
    AngleSlider.maximumValue = 90
    AngleSlider.minimumValue = -90
    AngleSlider.value = 0
    AngleSlider.continuous = true



    let PowerLabel = UILabel()
    PowerLabel.text = "Power"
    PowerLabel.font = UIFont(name: "TrebuchetMS",size: 30)
    PowerLabel.textColor = UIColor.blueColor()


    let PowerSlider = UiSlider()
    PowerSlider.addTarget(self,action: Selector("PowerSlided:"),forControlEvents: UIControlEvents.ValueChanged)
    PowerSlider.maximumValue = 0.99
    PowerSlider.minimumValue = 0.1
    PowerSlider.value = 0.5
    PowerSlider.continuous = true


    if alternateControls{
        AngleLabel.frame = CGRect(x: self.size.width*0.05,y: 10,height: 60)
        AngleSlider.frame = CGRect(x: self.size.width * -0.05,y: self.size.height*0.55,width: self.size.height*0.7,height: 30)
        AngleSlider.transform = CGAffineTransformMakeRotation(CGFloat(M_PI) * 1.5)
        PowerLabel.frame = CGRect(x: self.size.width*0.7,height: 60)
        PowerSlider.frame = CGRect(x: self.size.width * 0.65,height: 30)
        PowerSlider.transform = CGAffineTransformMakeRotation(CGFloat(M_PI) * 1.5)
    }else{
        AngleLabel.frame = CGRect(x: self.size.width*0.21,y: self.size.height-80,height: 60)
        AngleSlider.frame = CGRect(x: self.size.width * 0.025,y: self.size.height-30,width: self.size.width*0.45,height: 30)
        PowerLabel.frame = CGRect(x: self.size.width*0.71,height: 60)
        PowerSlider.frame = CGRect(x: self.size.width * 0.525,height: 30)
    }

    self.view?.addSubview(AngleLabel)
    self.view?.addSubview(AngleSlider)
    self.view?.addSubview(PowerLabel)
    self.view?.addSubview(PowerSlider)

}

解决方法

你这样做:
myURLRequests.getFleet(self,enemy: false){ () -> () in
    myLoadingScene.end()
}

一旦URL请求完成,可能会在后台线程上调用myLoadingScene.end(). end设置loadCount,它有一个启动新视图的setter,self.view?.presentScene(newScene)

这是需要在主线程上运行的最后一块.

假设你有一个方便的函数来在主线程上运行一些东西:

func on_main_async (closure:()->()) {
    dispatch_async(dispatch_get_main_queue()) {
        closure()
    }
}

然后您可以将场景演示代码更改为

on_main_async() { self.view?.presentScene(newScene) }

应该做的伎俩.

原文链接:https://www.f2er.com/iOS/331315.html

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