【问题标题】:How to get back from SKScene to UIViewController (MenuVC)?如何从 SKScene 回到 UIViewController (MenuVC)?
【发布时间】:2019-03-11 18:00:05
【问题描述】:

我有一个类似的问题,就像这个线程中的那个人How to get from SKScene to UIViewController?。首先我应该说我是一个完全的初学者,这对我来说都是新的。

我的主菜单(我的应用加载时的第一个屏幕)在这里:

class MenuVC: UIViewController {

... }

我的应用(游戏)的交互可以在这里进行:

    //
//  GameScene.swift
//  Doodle Pong
//
//  Created by Daniel Kloe on 28.02.17.
//  Copyright © 2017 Daniel Kloe. All rights reserved.
//

import SpriteKit
import GameplayKit
import Foundation
import UIKit


class GameScene: SKScene {

//let storyboard = UIStoryboard(name: "Main", bundle: nil)

//let MenuVC = storyboard.instantiateViewController(withIdentifier: "MenuVC")

//MenuVC.view.frame = (self.view?.frame)!

//MenuVC.view.layoutIfNeeded()


//UIView.transition(with: self.view!, duration: 0.3, options: .transitionFlipFromRight, animations:

//{

//self.view?.window?.rootViewController = vc

//}, completion: { completed in

//})



var ball = SKSpriteNode()
var enemy = SKSpriteNode()
var main = SKSpriteNode()
var score = [Int] ()

var topLbl = SKLabelNode()
var btmLbl = SKLabelNode()

override func didMove(to view: SKView) {

    topLbl = self.childNode(withName: "topLabel") as! SKLabelNode
    btmLbl = self.childNode(withName: "btmLabel") as! SKLabelNode

    ball = self.childNode(withName: "ball") as! SKSpriteNode
    enemy = self.childNode(withName: "enemy") as! SKSpriteNode
    main = self.childNode(withName: "main") as! SKSpriteNode


    let border = SKPhysicsBody(edgeLoopFrom: self.frame)
    border.friction = 0
    border.restitution = 1
    self.physicsBody = border

    startGame()

}

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {

    for touch in touches{


       // let gameSceneTemp = GameScene(fileNamed: "GameScene")
       // self.scene?.view?.presentScene(gameSceneTemp, transition: SKTransition.doorsCloseHorizontal(withDuration: 0.01))

        let location = touch.location(in: self) //die location wird mit dem Berühren auf dem Bildschirm beschrieben

        if currentGameType == .TwoPlayer{

            if location.y > 0{

                enemy.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
            }

            if location.y < 0{

                main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt

            }

        }

        else{

            main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt

        }


    }
}

func startGame(){

    score = [0,0]
    topLbl.text = "\(score[1])"
    btmLbl.text = "\(score[0])"

    //let delay = SKAction.wait(forDuration: 2000)
    //self.run(delay) //evtl. Wartezeit 2s, funktioniert noch nicht richtig

    ball.physicsBody?.applyImpulse(CGVector(dx: 20, dy: 20))

}

func addScore(playerWhoWon : SKSpriteNode){


    ball.position = CGPoint(x: 0, y: 0)
    ball.physicsBody?.velocity = CGVector(dx: 0, dy: 0)


    if playerWhoWon == enemy{

        score[1] += 1
        ball.physicsBody?.applyImpulse(CGVector(dx: 32, dy: 27))


    }

    else if playerWhoWon == main{


        score[0] += 1
        ball.physicsBody?.applyImpulse(CGVector(dx: -32, dy: -27))

    }

    topLbl.text = "\(score[1])"
    btmLbl.text = "\(score[0])"


}

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {

    for touch in touches{

        let location = touch.location(in: self) //die location wird mit dem Berühren auf dem Bildschirm beschrieben

        if currentGameType == .TwoPlayer{

            if location.y > 0{

                enemy.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
            }

            if location.y < 0{

                 main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt

            }

        }

        else{

            self.topLbl.zRotation = CGFloat(2 * M_PI)
           // UIView.animate(withDuration: 0, animations: ({

               // self.topLbl.zRotation = CGFloat(2 * M_PI) //CGFloat(.pi / 4.0)

           // }))

            main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt

        }

    }


}

override func update(_ currentTime: TimeInterval) {

    switch currentGameType{

    case .Easy:
        enemy.run(SKAction.moveTo(x: ball.position.x, duration: 1.0))
        break

    case .Medium:
        enemy.run(SKAction.moveTo(x: ball.position.x, duration: 0.5))
        break

    case .Extreme:
        enemy.run(SKAction.moveTo(x: ball.position.x, duration: 0.08))
        break

    case .TwoPlayer:

        break

    }

     //Called before each frame is rendered
    if ball.position.y <= main.position.y - 20{
        addScore(playerWhoWon: enemy)

    }

     else if ball.position.y >= enemy.position.y + 20{
       addScore(playerWhoWon: main)


    }

}



@IBAction func backToMainMenu(_ sender: Any) {
     //self.view?.window?.rootViewController
    self.view?.window!.rootViewController?.dismiss(animated: false, completion: nil)
}


}

在我的函数“backToMainMenu”中,我尝试返回 MenuVC,但收到警告“'UIViewController 类型的表达式?'未使用”,如果我在模拟器中尝试,模拟器会崩溃。

感谢您提供的各种帮助 :)。

【问题讨论】:

    标签: ios swift uiviewcontroller segue skscene


    【解决方案1】:

    尝试:

    self.view.window!.rootViewController?.dismiss(animated: false, completion: nil)

    这应该关闭 rootViewController 上方的所有视图

    编辑:

    当我们定义 ViewController 时,这可能对您有用,请确保在您的 Storyboard 中您的 MenuVC 有一个标识符:

    let storyboard = UIStoryboard(name: "Main", bundle: nil)
    
            let vc = storyboard.instantiateViewController(withIdentifier: "MenuVC") // Make sure is the same identifier as in the storyboard.
    
            vc.view.frame = (self.view?.frame)!
    
            vc.view.layoutIfNeeded()
    
    
            UIView.transition(with: self.view!, duration: 0.3, options: .transitionFlipFromRight, animations:
    
                {
    
                    self.view?.window?.rootViewController = vc
    
            }, completion: { completed in
    
            })
    
        }
    

    编辑:

    似乎最好的方法是将您的 SKScene 类托管在另一个视图控制器中。我建议在您的 SKScene 所在的位置创建另一个 ViewController,例如 SKViewController。将MenuVC 嵌入到navigationController 中,在storyBoard 中单击它,单击编辑器(从顶部菜单中)> 嵌入> 导航控制器。编辑你的 MenuVC,这样你就不用打开你的场景,而是转到 SKViewController,然后在那里打开场景。为此,只需在情节提要中从MenuVC 创建一个segue,例如使用标识符“MenuToSKScene”,当您想要打开场景时,只需从 MenuVC 中执行以下操作:

      self.performsegue(with identifier: "MenuToSKScene", sender: self)
    

    然后在SKViewController 中执行您当前在MenuVC 中执行的任何操作,而不是打开场景。

    这会将您发送到具有您的 SKScene 类的 SKViewController。那么当你想回到菜单时,你所要做的就是:

     self.dismiss(animated: true, completion: nil)
    

    或使用标识符“SKSceneToMenu”创建从 SKViewController 到 MenuVC 的 segue 并调用:

    self.performsegue(with identifier: "SKSceneToMenu", sender: self)
    

    所以本质上,不要从MenuVC 打开SKScene,而是有一个单独的viewController SKViewController,当你想打开你的场景时,你可以打开它,这样你就可以轻松地跳回菜单。

    【讨论】:

    • 我不得不将代码稍微更改为 --> self.view?.window!.rootViewController?.dismiss(animated: false, completion: nil)。语法现在似乎是正确的,但是如果我按下主菜单按钮,应用程序就会崩溃(-> 0x108929e28 : movq -0x20(%rbp), %rdi)。
    • 您的 MenuVC 是否在 navigationController 中?
    • @danichloé 在我的编辑中尝试上面的解决方案,它应该从定义 ViewController 的 SKScene 工作,然后使用 Transition。
    • 谢谢。我的 MenuVC 位于与导航控制器有关系的视图控制器中。你的意思是“......确保在你的 Storyboard 中你的 MenuVC 有一个标识符”,我必须在我的 MenuVC 的视图控制器中插入一个 Storyboard ID?
    • @edey 是的,没错,(withIdentifier: "MenuVC") 与您为 MenuVC 提供的 Storyboard ID 相同(我只是将 MenuVC 作为标识符)
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