关闭 SKScene 回到 UIKit 菜单

dismiss SKScene go back to UIKit Menu

一旦我的 SpriteKit 游戏结束,我想回到我的 UIKit MenuViewController。根据我到目前为止所学到的,使用 protocol/delegate 是最好的(?)选项,但我没能让它工作。我知道该协议可能会超出 GameViewController 的 class 声明,看起来像:

protocol GameViewControllerDelegate {
    var gameOver: Bool?
}

但我需要帮助从 GameScene 访问它并关闭它 GameViewController。以下是应用程序的骨架,以防有帮助。

MenuViewController

class MenuViewController: UIViewController {

    override func viewDidLoad() {
        super.viewDidLoad()
    }

    @IBAction func goToGame(_ sender: UIButton) {
        performSegue(withIdentifier: "toGameSegue", sender: sender.currentTitle)
    }

    override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
        if let destinationVC = segue.destination as? GameViewController {
            if let item = sender as? String {
                destinationVC.numberOfPlayers = item
            }
        }
    }
}

GameViewController

class GameViewController: UIViewController {

    var numberOfPlayers: String?

    override func viewDidLoad() {
        super.viewDidLoad()

        if let view = self.view as! SKView? {
            if let scene = SKScene(fileNamed: "GameScene") {
                scene.scaleMode = .aspectFill

                scene.userData = NSMutableDictionary()
                scene.userData?.setObject(numberOfPlayers!, forKey: "numberOfPlayers" as NSCopying)

                view.presentScene(scene)
            }
        }
    }
...

游戏场景

class GameScene: SKScene {

    var howManyPlayers: String?

    override func didMove(to view: SKView) {

        if let numPlayers = self.userData?.value(forKey: "numberOfPlayers") {
            howManyPlayers = numPlayers as? String
        }

        print(howManyPlayers!)

    }
...

这个 SpriteKit 游戏有一个 MenuViewController、一个 GameViewController 和一个 GameScene。当您从 MenuViewController 按下按钮时,数据将通过 segue 发送到 GameViewController。在 GameViewController 呈现 GameScene 之前,它将数据存储在场景的 userData 变量中,以便 GameScene 可以访问它。在这个例子中,它是玩家的数量。

我同意 Whirwind 的评论:当您可以使用一个 viewController 来完成所有游戏时,为什么还要混合两种不同的框架并使您的生活变得复杂?

无论如何,根据你的故事板截图,有 2 个 viewController,你只能转到第二个 viewController(和 GameScene如果你按下一个按钮

有两件事要做:释放当前的 SKScene(在您的情况下是 GameScene)并呈现 "initial view controller" 或您的 MenuViewController

为此,我使用 "Hello world" Sprite-kit 模板和 protocol/delegate 方法来扩展 SKSceneDelegate class。如您所见,我们能够关闭场景(呈现 nil)并在 GameViewController 上调用外部方法来呈现 MainViewController

为了确保这两个操作都能成功,我还使用了两个 print 仅用于调试:

GameViewController:

import UIKit
import SpriteKit
class GameViewController: UIViewController,TransitionDelegate {
    override func viewDidLoad() {
        super.viewDidLoad()
        if let view = self.view as! SKView? {
            if let scene = SKScene(fileNamed: "GameScene") {
                scene.scaleMode = .aspectFill
                scene.delegate = self as TransitionDelegate
                view.presentScene(scene)
            }
            view.ignoresSiblingOrder = true
            view.showsFPS = true
            view.showsNodeCount = true
        }
    }
    func returnToMainMenu(){
        let appDelegate = UIApplication.shared.delegate as! AppDelegate
        guard  let storyboard = appDelegate.window?.rootViewController?.storyboard else { return }
        if let vc = storyboard.instantiateInitialViewController() {
            print("go to main menu")
            self.present(vc, animated: true, completion: nil)
        }
    }
}

游戏场景:

import SpriteKit
protocol TransitionDelegate: SKSceneDelegate {
    func returnToMainMenu()
}
class GameScene: SKScene {
    override func didMove(to view: SKView) {
        self.run(SKAction.wait(forDuration: 2),completion:{[unowned self] in
            guard let delegate = self.delegate else { return }
            self.view?.presentScene(nil)
            (delegate as! TransitionDelegate).returnToMainMenu()
        })
    }
    deinit {
        print("\n THE SCENE \((type(of: self))) WAS REMOVED FROM MEMORY (DEINIT) \n")
    }
}

输出: