我目前正在使用 Swift 3、SpriteKit 和 Xcode 8 beta 开发游戏。我正在尝试通过 info.plist 从主屏幕实现静态 3D Touch 快速操作。目前,这些动作从主屏幕看起来很好,但不要转到正确的 SKScene - 转到初始场景或最后打开的场景(如果应用程序仍然打开),这意味着场景没有被更改。我尝试了各种在 switch 语句中设置场景的方法,但似乎没有一种方法可以正常显示 SKScene,因为该行window!.rootViewController?.present(gameViewController, animated: true, completion: nil)
仅适用于 UIViewController。
此代码的各个部分来自各种教程,但通过我的调查,我相当确定损坏的部分是正在呈现的场景(除非我错了),因为如果部分损坏,它甚至不应该加载任何场景.
有什么方法可以从 AppDelegate 呈现 SKScene 或根据 switch 语句设置开场场景?
应用委托
import UIKit
import SpriteKit
@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
guard !handledShortcutItemPress(forLaunchOptions: launchOptions) else { return false } // ADD THIS LINE
return true
}
}
extension AppDelegate: ShortcutItem {
/// Perform action for shortcut item. This gets called when app is active
func application(_ application: UIApplication, performActionForShortcutItem shortcutItem: UIApplicationShortcutItem, completionHandler: (Bool) -> Void) {
completionHandler(handledShortcutItemPress(forItem: shortcutItem))
}
}
extension AppDelegate: ShortcutItemDelegate {
func shortcutItem1Pressed() {
Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(loadShopScene), userInfo: nil, repeats: false)
}
@objc private func loadShopScene() {
let scene = ShopScene(size: CGSize(width: 768, height: 1024))
loadScene(scene: scene, view: window?.rootViewController?.view)
}
func shortcutItem2Pressed() {
Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(loadGameScene), userInfo: nil, repeats: false)
}
@objc private func loadGameScene() {
let scene = GameScene(size: CGSize(width: 768, height: 1024))
loadScene(scene: scene, view: window?.rootViewController?.view)
}
func shortcutItem3Pressed() {
// do something else
}
func shortcutItem4Pressed() {
// do something else
}
func loadScene(scene: SKScene?, view: UIView?, scaleMode: SKSceneScaleMode = .aspectFill) {
guard let scene = scene else { return }
guard let skView = view as? SKView else { return }
skView.ignoresSiblingOrder = true
#if os(iOS)
skView.isMultipleTouchEnabled = true
#endif
scene.scaleMode = scaleMode
skView.presentScene(scene)
}
}
3DTouchQuickActions.swift
import Foundation
import UIKit
/// Shortcut item delegate
protocol ShortcutItemDelegate: class {
func shortcutItem1Pressed()
func shortcutItem2Pressed()
func shortcutItem3Pressed()
func shortcutItem4Pressed()
}
/// Shortcut item identifier
enum ShortcutItemIdentifier: String {
case first // I use swift 3 small letters so you have to change your spelling in the info.plist
case second
case third
case fourth
init?(fullType: String) {
guard let last = fullType.components(separatedBy: ".").last else { return nil }
self.init(rawValue: last)
}
public var type: String {
return Bundle.main.bundleIdentifier! + ".\(self.rawValue)"
}
}
/// Shortcut item protocol
protocol ShortcutItem { }
extension ShortcutItem {
// MARK: - Properties
/// Delegate
private weak var delegate: ShortcutItemDelegate? {
return self as? ShortcutItemDelegate
}
// MARK: - Methods
/// Handled shortcut item press first app launch (needed to avoid double presses on first launch)
/// Call this in app Delegate did launch with options and exit early (return false) in app delegate if this method returns true
///
/// - parameter forLaunchOptions: The [NSObject: AnyObject]? launch options to pass in
/// - returns: Bool
func handledShortcutItemPress(forLaunchOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
guard let launchOptions = launchOptions, let shortcutItem = launchOptions[UIApplicationLaunchOptionsKey.shortcutItem] as? UIApplicationShortcutItem else { return false }
handledShortcutItemPress(forItem: shortcutItem)
return true
}
/// Handle shortcut item press
/// Call this in the completion handler in AppDelegate perform action for shortcut item method
///
/// - parameter forItem: The UIApplicationShortcutItem the press was handled for.
/// - returns: Bool
func handledShortcutItemPress(forItem shortcutItem: UIApplicationShortcutItem) -> Bool {
guard let _ = ShortcutItemIdentifier(fullType: shortcutItem.type) else { return false }
guard let shortcutType = shortcutItem.type as String? else { return false }
switch shortcutType {
case ShortcutItemIdentifier.first.type:
delegate?.shortcutItem1Pressed()
case ShortcutItemIdentifier.second.type:
delegate?.shortcutItem2Pressed()
case ShortcutItemIdentifier.third.type:
delegate?.shortcutItem3Pressed()
case ShortcutItemIdentifier.fourth.type:
delegate?.shortcutItem4Pressed()
default:
return false
}
return true
}
}