我有 3 个视图控制器。VC1(初始和主屏幕)、VC2(SKScene 和游戏)、VC3(UIViewController 和游戏结束屏幕)。我的问题是当我从 VC1 开始,然后转到 VC2,然后移动到 VC3,然后回到 VC1,它们都堆叠在一起,所以看起来像这样。VC1 - VC2 - VC3 - VC1 - VC2 - VC3 - VC1 - VC2 - VC3 - VC1 - VC2 - VC3,所以最终内存增加,游戏速度急剧下降,最终崩溃。当我移动到 VC2 时,我需要以某种方式释放 VC1,然后在移动到 VC3 时释放 VC2,等等。每次我围绕 VC 进行循环时,我希望它们重新启动,就好像它们以前从未存在过一样。我将提供我如何在所有人之间转移的代码。顺便说一句,在 xcode5 中使用精灵套件。VC = 视图控制器
VC1内部:
@implementation HomeScreen
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (IBAction)goToGame:(id)sender {
UIStoryboard *mainStoryboard = [UIStoryboard storyboardWithName:@"Main" bundle:nil];
UIViewController *vc = [mainStoryboard instantiateViewControllerWithIdentifier:@"GameScreen"];
[self presentViewController:vc animated:YES completion:nil];
} //This moves me to my VC2
VC2内部:
@implementation ViewController
- (void)viewWillLayoutSubviews
{
[super viewWillLayoutSubviews];
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(presentMyViewController) name:@"presentMyViewController" object:nil];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
// Create and configure the scene.
SKScene * scene = [MyScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
}
-(void)presentMyViewController
{
[self performSegueWithIdentifier:@"Segue" sender:nil];
}
在连接到 VC2 的 SKScene 内部:
@implementation
{
int _lives;
BOOL _gameOver;
}
- (void)update:(NSTimeInterval)currentTime
{
if (_lives == 0 && !_gameOver) {
_gameOver = YES;
NSLog(@"You Lose!");
[self presentVC3];
}
-(void)presentVC3
{
[[NSNotificationCenter defaultCenter] postNotificationName:@"presentMyViewController" object:nil];
}// This moves me to my VC3
VC3内部:
@implementation ViewController3
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
- (void)viewDidLoad {
{
[super viewDidLoad];
// Do any additional setup after loading the view.
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (IBAction)goToHomeScreen:(id)sender {
UIStoryboard *mainStoryboard = [UIStoryboard storyboardWithName:@"Main" bundle:nil];
UIViewController *vc = [mainStoryboard instantiateViewControllerWithIdentifier:@"HomeScreen"];
[self presentViewController:vc animated:YES completion:nil];
} // This move me back to VC1
VC1 是一个 UIViewController,VC2 是一个 ViewController,它呈现一个 SKScene,这是我的实际游戏,VC3 是一个 UIViewController。
所以只是重申一下。当我从 VC 移动到 VC 时,它们都相互重叠,增加了内存和 CPU,并降低了游戏的 FPS(每秒帧数),直到最终崩溃。我被告知我需要关闭我的 VC 或从内存中释放它们来解决这个问题,如果这是正确的解决方案,那么我该怎么做呢?如果您有正确的解决方案,请提供一些代码以提供帮助。任何帮助表示赞赏!