Swift Singleton用于在代理中预加载纹理,而不将数据传输到其他类
我正在制作一个SpriteKit游戏,我正在尝试使用一个单例在AppDelegate中预加载我的所有纹理,以便稍后我可以将类的实例与游戏场景中的纹理一起使用。这些纹理都正确地保存在代理的单例中,但当我稍后在游戏场景中尝试获取该实例时,我的单例中的SKTexture数组为空。以下是mySwift Singleton用于在代理中预加载纹理,而不将数据传输到其他类,swift,sprite-kit,singleton,textures,preload,Swift,Sprite Kit,Singleton,Textures,Preload,我正在制作一个SpriteKit游戏,我正在尝试使用一个单例在AppDelegate中预加载我的所有纹理,以便稍后我可以将类的实例与游戏场景中的纹理一起使用。这些纹理都正确地保存在代理的单例中,但当我稍后在游戏场景中尝试获取该实例时,我的单例中的SKTexture数组为空。以下是myAppDelegate func preLoadAllAssets() { var assets = Assets() //make instance of the assets let mon
AppDelegate
func preLoadAllAssets() {
var assets = Assets() //make instance of the assets
let monkiesAtlas = SKTextureAtlas(named: "Monkies")
let monkiesAtlasLeft = SKTextureAtlas(named: "MonkiesLeft")
let bananaAnimatedAtlas = SKTextureAtlas(named: "Banana")
let asteroidAtlas1 = SKTextureAtlas(named: "SmallAsteroids")
let asteroidAtlas2 = SKTextureAtlas(named: "MediumAsteroids")
let asteroidAtlas3 = SKTextureAtlas(named: "LargeAsteroids")
let menuAtlas = SKTextureAtlas(named: "Menu")
SKTextureAtlas.preloadTextureAtlases([monkiesAtlas, monkiesAtlasLeft, bananaAnimatedAtlas, asteroidAtlas1, asteroidAtlas2, asteroidAtlas3, menuAtlas], withCompletionHandler: {
//initialize the different textures
assets.initAtlases(monkiesAtlas, monkiesAtlasLeft: monkiesAtlasLeft, bananaAnimatedAtlas: bananaAnimatedAtlas, asteroidAtlas1: asteroidAtlas1, asteroidAtlas2: asteroidAtlas2, asteroidAtlas3: asteroidAtlas3, menuAtlas: menuAtlas)
assets.initMonkies()
assets.initLeftMonkies()
assets.initBananaFrames()
assets.initSmallAsteroids()
assets.initMediumAsteroids()
assets.initLargeAsteroids()
assets.initMenu()
println("Finished preloading textures")
})
}
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
// Override point for customization after application launch.
Fabric.with([Crashlytics()])
//set up the assets
preLoadAllAssets()
return true
}
这是我的单身资产
class Assets : SKScene {
static let sharedInstance = Assets()
var monkiesAtlas = SKTextureAtlas()
var monkiesAtlasLeft = SKTextureAtlas()
var bananaAnimatedAtlas = SKTextureAtlas()
var asteroidAtlas1 = SKTextureAtlas()
var asteroidAtlas2 = SKTextureAtlas()
var asteroidAtlas3 = SKTextureAtlas()
var menuAtlas = SKTextureAtlas()
//monkey textures that will be used in the scene
var monkeyTextures:[SKTexture]!
var monkeyLeftTextures:[SKTexture]!
var bananaFrames:[SKTexture]!
var smallAsteroidTextures:[SKTexture]!
var mediumAsteroidTextures:[SKTexture]!
var largeAsteroidTectures:[SKTexture]!
var menuTextures:[SKTexture]!
func initAtlases(monkiesAtlas:SKTextureAtlas, monkiesAtlasLeft:SKTextureAtlas, bananaAnimatedAtlas:SKTextureAtlas, asteroidAtlas1:SKTextureAtlas, asteroidAtlas2:SKTextureAtlas, asteroidAtlas3:SKTextureAtlas, menuAtlas:SKTextureAtlas) {
self.monkiesAtlas = monkiesAtlas
self.monkiesAtlasLeft = monkiesAtlasLeft
self.bananaAnimatedAtlas = bananaAnimatedAtlas
self.asteroidAtlas1 = asteroidAtlas1
self.asteroidAtlas2 = asteroidAtlas2
self.asteroidAtlas3 = asteroidAtlas3
self.menuAtlas = menuAtlas
}
//init the monkies textures
func initMonkies() /*-> [SKTexture]*/ {
//get textures from the atlas
//let monkiesAtlas = SKTextureAtlas(named: "Monkies")
var tempMonkeyTextures = [SKTexture]()
let numImages = monkiesAtlas.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempMonkeyTextures.append(monkiesAtlas.textureNamed("monkey\(i)"))
}
//return tempMonkeyTextures
self.monkeyTextures = tempMonkeyTextures
}
//init the monkies textures
func initLeftMonkies() /*-> [SKTexture]*/ {
//get textures from the atlas
//let monkiesAtlas = SKTextureAtlas(named: "MonkiesLeft")
var tempMonkeyTextures = [SKTexture]()
let numImages = monkiesAtlas.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempMonkeyTextures.append(monkiesAtlas.textureNamed("MonkeyLeft\(i)"))
}
//return tempMonkeyTextures
self.monkeyLeftTextures = tempMonkeyTextures
}
//set up the banana frames
func initBananaFrames() /*-> [SKTexture]*/ {
//let bananaAnimatedAtlas = SKTextureAtlas(named: "Banana")
var tempBananaFrames = [SKTexture]()
let numImages = bananaAnimatedAtlas.textureNames.count
for var i = 1; i <= numImages; i++ {
tempBananaFrames.append(bananaAnimatedAtlas.textureNamed("banana\(i)"))
}
//return tempBananaFrames
self.bananaFrames = tempBananaFrames
}
//init the asteroids textures
func initSmallAsteroids() /*-> [SKTexture]*/ {
//get textures from the atlas
//let asteroidAtlas1 = SKTextureAtlas(named: "SmallAsteroids")
var tempAsteroidTextures = [SKTexture]()
let numImages = asteroidAtlas1.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempAsteroidTextures.append(asteroidAtlas1.textureNamed("asteroid\(i)"))
}
//return tempAsteroidTextures
self.smallAsteroidTextures = tempAsteroidTextures
}
//init the asteroids textures
func initMediumAsteroids() /*-> [SKTexture]*/ {
//get textures from the atlas
//let asteroidAtlas2 = SKTextureAtlas(named: "MediumAsteroids")
var tempAsteroidTextures = [SKTexture]()
let numImages = asteroidAtlas2.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempAsteroidTextures.append(asteroidAtlas2.textureNamed("asteroid\(i)"))
}
//return tempAsteroidTextures
self.mediumAsteroidTextures = tempAsteroidTextures
}
//init the asteroids textures
func initLargeAsteroids() /*-> [SKTexture]*/ {
//get textures from the atlas
//let asteroidAtlas3 = SKTextureAtlas(named: "LargeAsteroids")
var tempAsteroidTextures = [SKTexture]()
let numImages = asteroidAtlas3.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempAsteroidTextures.append(asteroidAtlas3.textureNamed("asteroid\(i)"))
}
//return tempAsteroidTextures
self.largeAsteroidTectures = tempAsteroidTextures
}
//init the menu textures
func initMenu() /*-> [SKTexture]*/ {
//get textures from the atlas
//let menuAtlas = SKTextureAtlas(named: "Menu")
var tempMenuTextures = [SKTexture]()
let numImages = menuAtlas.textureNames.count
for var i = 1; i <= numImages; i++ { //put all the atlas images into array of textures
tempMenuTextures.append(menuAtlas.textureNamed("menu\(i)"))
}
//return tempMenuTextures
self.menuTextures = tempMenuTextures
}
如您所见,我正在从singleton设置游戏场景中的
[SKTexture]
变量。这是当他们是空的,游戏崩溃。我的单身汉怎么了?它有很多代码,所以非常感谢您的帮助 在didFinishLaunchingWithOptions中的AppDelegate中加载所有内容是个坏主意。如果加载时间过长,您可能会被拒绝,或者应用程序将被系统终止。您可以将加载场景作为第一个视图,然后从单例类中加载它。对于单身汉也可以试试这个
private let _sharedInstance = Assets()
class Assets {
class var sharedInstance : Assets {
return _sharedInstance
}
// The rest of your code here
}
我不知道斯威夫特,但从您的描述来看,您似乎没有向场景传递AppDelegate的引用。我没有传递AppDelegate的引用,而是传递singleton的引用。我可能错了,但我很确定单例的意义在于能够在一个类中实例化它,然后在另一个类中使用它,只需使用
sharedInstance
对象。再说一遍,我不熟悉Swift,但看起来您正在将值存储在AppDelegate类中,并将其用作单例。如果是这样,则需要传递引用才能访问AppDelegate。如果没有,请忽略我的注释:)当我调用所有assets.init方法(如assets.initMonkies()
)时,我不是将atlas属性存储在AppDelegate中,然后将纹理存储在singleton中吗?尝试此singleton实现时,它会说assets.type没有名为_sharedInstance的成员。这就是我如何实现singleton更新代码的地方,我错放了一行,这正是我在一个工作应用程序中使用它的方式(除了名称)。它在操场上不起作用,但在代码中起作用。
private let _sharedInstance = Assets()
class Assets {
class var sharedInstance : Assets {
return _sharedInstance
}
// The rest of your code here
}