我一直在使用swift在sprite工具包中创建一个游戏,并且遇到了问题。我有两个视图控制器,每个都有一个场景,一个模式转换到另一个场景。这一切都完美的第一次,但是当我回到第一个视图控制器,然后再次去第二次,我使用了双倍的内存。这给我的印象是没有任何东西正在被释放,但是每次我转换到场景时都会重新分配对象。我在乐器中运行应用程序,得到了相同的结果。在下面的图像中,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,但尚未清除任何内存。由于dealloc方法现在未被使用,我不明白我能如何解决这个问题。我会将代码发布到下面的第一个视图控制器,以便您可以查看它。非常感谢。在模态转换后释放SKScene
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)
}
}
}
两个selectionScene
和currentRocketName
是,尽快为他们被加载到视图传递到ViewController
非常透彻的答案,并不能与iOS8上,并迅速被使用dealloc方法外,一切看起来像它会工作完美。 –
我还没有遇到Swift :) :) –
@JackC你可能想用'deinit'而不是'dealloc'用Swift:https://developer.apple.com/library/prerelease/mac/documentation/Swift/Conceptual /Swift_Programming_Language/Deinitialization.html#//apple_ref/doc/uid/TP40014097-CH19 –