문제

When Im finished with my SKScene is there a way to dismiss the SKScene from within my SKScene class?

If not back in my Viewcontroller where I present my SKScene [skView presentScene:theScene]; is there a way to restart the scene or remove in from my SKView?

The SKScene Class Reference and SKView Class Reference are no help.

Update:

The following code removes my scene from my SKView [yourSKView presentScene:nil]; but when Im back in my view controller the scene is still running in the background. I can always pause it when the game is over and I'm sent back to my view controller(menu) but I'm wondering is there another method other then pausing it like completely removing it?

-(void)endTheGame {
    [highscoreLabel removeFromSuperview];
    NSLog(@"Game Over");
   //would like to end here before calling the below method in my view controller
    [self.delegate mySceneDidFinish:self];
}
도움이 되었습니까?

해결책 3

"You can't go "Back to the View Controller" from a scene. The scene is a View, the view controller controls and displays views. Use the view controller to change views. Remember the view controller itself is not a view." -Wharbio

Best solution here is to create another View Controller. This view controller will be my menu. Then the other viewcontroller will act as a host for the skscene.

In my situation I then use my menu viewcontroller to dismiss the viewcontroller displaying in the skview.

다른 팁

Having met a similar issue I stumbled around your question, and since nobody gave a decent answer here's how I solved it:

  1. in my scene I called both lines
[self removeFromParent];
[self.view presentScene:nil];
  1. in my controller (the controller that displays the SKScene) I changed the template code from Apple, which was creating and presenting my scene from viewDidLoad in order to create and present my scene in viewWillAppear, only if the view's scene is nil

here's my Swift code, even if you're using Objective C you'll understand what it does; the key line being the "if skView.scene == nil" test :

override func viewWillAppear(animated: Bool) {
    super.viewWillAppear(animated)

    let skView = self.view as SKView
    if skView.scene == nil {
        let scene = GameScene(size:skView.bounds.size)
        scene.controller = self
        skView.ignoresSiblingOrder = true
        scene.scaleMode = .AspectFill
        skView.presentScene(scene)
    }
}

You can use:

 [yourSKView presentScene:nil];

to remove the scene.

From within your SKScene, you can simply do [self.view presentScene:aNewScene] to present another scene

I completely remove scenes by using this block in my view controller: Obviously you will need to declare your Size, and "newSKview"

SKView * skView = (SKView *)self.view;

SKScene *newScene = [[newSKView alloc]initWithSize:size];
newScene.scaleMode = SKSceneScaleModeAspectFill;
SKScene *oldScene=(skView.scene);
[oldScene removeFromParent];
[skView presentScene:newScene];

This works fine for me. None of my Scenes are retained or strong.

I prefer to use an additional UIViewController for SKView and Notification Center in where the UIViewController made SkScene.

The callback function is

@objc func cb_dismissingVC(_ notificaiton: Notification) {
    self.dismiss(animated: true, completion: nil)
}

Maybe my variant will be helpful:

[[self.scene childNodeWithName:@"YourChildNodeName"] removeFromParent];
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