SpriteKit 在转换到新场景时出现与 UIElements 相关的错误。

7

你好,我正在用Swift开发一个基于SpriteKit游戏,现在只有两个场景:加载场景和游戏场景。游戏场景在呈现前会从数据库中获取信息。所有的游戏场景都运行良好,但是当我先进入加载场景而不是直接进入游戏场景时,我遇到了问题。通过回调函数告诉加载场景在完成数据库操作后呈现游戏场景,但是当我尝试呈现时,我得到10多个严重的错误:

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. (然后是一堆无关紧要的信息)

现在经过一些测试,我发现是我的UI元素(例如按钮、滑块和标签)造成了这个问题。但是我将它们移到了“didMoveToView”函数中,所以我很困惑为什么它们仍然会因为处于“后台线程”而抛出错误。

还有一件奇怪的事情是这些错误并不致命。我的控制台只是爆炸了,UI元素会在延迟十秒后出现。还有一件奇怪的事情是,如果我点击我知道按钮应该在的位置,函数仍然会被调用,就好像按钮真的在那里一样。

我非常希望能找到解决控制台爆炸和消除UI元素十秒延迟的方法,谢谢!

设置场景的代码

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, UserId: self.mySettings.UserId, 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, width: self.size.width*0.3, 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, y: 10, width: self.size.width*0.3, height: 60)
        PowerSlider.frame = CGRect(x: self.size.width * 0.65, y: self.size.height*0.55, width: self.size.height*0.7, 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, width: self.size.width*0.3, 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, y: self.size.height-80, width: self.size.width*0.3, height: 60)
        PowerSlider.frame = CGRect(x: self.size.width * 0.525, y: self.size.height-30, width: self.size.width*0.45, height: 30)
    }

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

}

移除UI元素后,错误数量减少了一半,但仍然有大约8个左右。 - AwesomeTN
好的,这些被称为 UIViews。请发出您的 UIKit 代码。您发布了涉及 SpriteKit 的代码,但没有生成自动布局警告。具体来说,您是在后台线程中添加或删除 UIViews 吗?您在哪里有后台线程?也许在网络响应处理程序中? - Graham Perks
通过回调函数,我告诉加载场景在数据库操作完成后呈现游戏场景。让我们看看这些回调函数以及它们是如何被调用的。很有可能你的问题就出在这里。 - Graham Perks
让我们看一下你展示游戏场景的代码... - Graham Perks
已添加所请求的代码。 - AwesomeTN
显示剩余2条评论
1个回答

6
你正在做这个事情:
myURLRequests.getFleet(self, UserId: self.mySettings.UserId, enemy: false){ () -> () in
    myLoadingScene.end()
}

假设在URL请求完成后,myLoadingScene.end()会在后台线程上被调用。 end设置了loadCount,它有一个setter,可以启动新的视图,self.view?.presentScene(newScene)

最后这一步需要在主线程上运行。

假设你有一个方便的函数可以在主线程上运行某些内容:

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

那么,您可以将场景展示代码更改为

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

应该能解决问题。

太棒了!完美运行!只需要将“newScene”更改为“self.newScene”。 - AwesomeTN
太好了!很高兴它起作用了!我希望你现在对UIKit/自动布局和SceneKit之间的区别有了更好的理解。 - Graham Perks

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