如何重命名 iOS SpriteKit 模板中的默认场景?

How do you rename the default scene in the iOS SpriteKit template?

我对 Swift 和 iOS 开发都很陌生。

我一直在开发一款基于 Apple 的 SpriteKit(集成了 GameplayKit)模板的游戏。

一切正常,直到我将 GameScene.swift 和 GameScene.sks 重命名为 MapMainScene.swift 和 MapMainScene.sks。我确保在 GameViewController.swift:

中更改此代码
override func viewDidLoad() {
    super.viewDidLoad()

    // Load 'GameScene.sks' as a GKScene. This provides gameplay related content
    // including entities and graphs.
    if let scene = GKScene(fileNamed: "GameScene") {

        // Get the SKScene from the loaded GKScene
        if let sceneNode = scene.rootNode as! GameScene? {

            // Copy gameplay related content over to the scene
            sceneNode.entities = scene.entities
            sceneNode.graphs = scene.graphs

            // Set the scale mode to scale to fit the window
            sceneNode.scaleMode = .aspectFill

            // Present the scene
            if let view = self.view as! SKView? {
                view.presentScene(sceneNode)

                view.ignoresSiblingOrder = true

                view.showsFPS = true
                view.showsNodeCount = true
            }
        }
    }
}

至:

override func viewDidLoad() {
    super.viewDidLoad()

    // Load 'MainMapScene.sks' as a GKScene. This provides gameplay related content
    // including entities and graphs.
    if let scene = GKScene(fileNamed: "MainMapScene") {

        // Get the SKScene from the loaded GKScene
        if let sceneNode = scene.rootNode as! MainMapScene? {

            // Copy gameplay related content over to the scene
            sceneNode.entities = scene.entities
            sceneNode.graphs = scene.graphs

            // Set the scale mode to scale to fit the window
            sceneNode.scaleMode = .aspectFill

            // Present the scene
            if let view = self.view as! SKView? {
                view.presentScene(sceneNode)

                view.ignoresSiblingOrder = true

                view.showsFPS = true
                view.showsNodeCount = true
            }
        }
    }
}

我还在 Gamescene.swift 中更改了以下内容:

class GameScene: SKScene {
    // Some code
}

MainMapScene.swift中的这个:

class MainMapScene: SKScene {
    // Some code
}

但是应用程序在启动时崩溃了。控制台的输出显示:

2016-07-21 16:29:35.593592 MyGame[10656:1944648] [User Defaults] CFPrefsPlistSource<0x6080000e5e00> (Domain: kCFPreferencesAnyApplication, User: kCFPreferencesCurrentUser, ByHost: No, Container: (null)) is waiting for writes to complete so it can determine if new data is available
2016-07-21 16:29:35.603729 MyGame[10656:1944648] [FenceWorkspace] creating a CA fence port (5d13)
2016-07-21 16:29:35.638 MyGame[10656:1944648] *** Terminating app due to uncaught exception 'NSInvalidUnarchiveOperationException', reason: '*** -[NSKeyedUnarchiver decodeObjectForKey:]: cannot decode object of class (GameScene) for key (root); the class may be defined in source code or a library that is not linked'
*** First throw call stack:

所以看起来我的项目中某处仍然有对 GameScene 的引用,但我已经在整个项目范围内进行了搜索,但在任何地方都找不到 GameScene

我相信这真的很简单。我需要在情节提要编辑器中更改出口或其他内容吗?我也可以通过尝试在新项目中更改 GameScene 的名称来重现此问题,因此我知道这不是我的项目所特有的。

GameScene 实际上在一个地方被引用,来自 NSKeyedArchiver 的错误应该提示您在哪里:它在您正在加载的 .sks 文件中编码.您可以在 Xcode 编辑器的 .sks 文件的 "Custom Class" 选项卡中找到它。

此设置告诉 NSKeyedUnarchiver 当您加载 .sks 文件时,class 编码的场景应该是什么。这应该是对 GameScene 的最后剩余引用,所以这应该完成您的重命名!