应用程序崩溃触摸屏幕Scenekit与overlayskscene Xcode Swift [英] App Crashs on Touch of the screen Scenekit with a overlayskscene Xcode Swift

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问题描述

嘿,在Overlayskscene上,在场景套件3D游戏中识别触摸HUD的最佳方法是什么。因为我有一个名为AButton的按钮但是当我触摸按钮或屏幕时游戏在搜索数小时后崩溃我猜测问题是场景套件上的touchbegin并不完全相处。但是,我如何做到这一点,以便当用户触摸HUD上的按钮时,它不会使系统崩溃,它实际上是有效的。你能看看我的代码并重写它吗?我是否使用触摸开始或者我是否在测试或其他内容(我以前从未使用过命中测试)?

Hey ok what is the best way to recognize touch for a HUD on a scene kit 3D game on a Overlayskscene. because i have a button called "AButton" but when ever i touch the Button or the screen the game crashes after hours of search I'm guessing the problem is the touchbegin on the scene kit don't exactly get along. But then how do i make it so that when a user touches a button on the HUD it doesn't crash the system and it actually works. can you look at my code and rewrite it. do i use touches begin or do i us hit test or something else (I never have used hit test before)?

handleTap:]:无法识别的选择器发送到实例0x14d547710'
***第一次抛出看涨筹码:
(0x1868042d8 0x1980300e4

handleTap:]: unrecognized selector sent to instance 0x14d547710' *** First throw call stack: (0x1868042d8 0x1980300e4

代码:

 import iAd
 import UIKit
 import GameKit
 import SceneKit
 import StoreKit
 import SpriteKit
 import QuartzCore
 import Foundation
 import AVFoundation
 import AudioToolbox

  //============================================================
 class GameViewController: UIViewController, ADBannerViewDelegate, SKPhysicsContactDelegate, SKSceneDelegate, SCNSceneRendererDelegate, SCNPhysicsContactDelegate{


   let FieldScene = SCNScene(named: "art.scnassets/TesingCampusField.dae")!

let GuyScene = SCNScene(named: "art.scnassets/Guy.dae")!
//-------------------HUD-SetUp-------------------------------------------------------
let overlayScene = SKScene(size: CGSizeMake(100, 100))
override func viewDidLoad() {
    super.viewDidLoad()

    let scnView = self.view as! SCNView
    scnView.overlaySKScene = overlayScene
    scnView.backgroundColor = UIColor.whiteColor()
    scnView.scene = FieldScene
    scnView.delegate = self
    scnView.overlaySKScene!.delegate = self
    scnView.overlaySKScene!.anchorPoint = CGPointMake(0, 0)
    scnView.overlaySKScene!.physicsWorld.contactDelegate = self
    scnView.overlaySKScene!.physicsWorld.gravity = CGVectorMake(0.0, 0.0)
    scnView.allowsCameraControl = false
    scnView.showsStatistics = false

    let Guy1: SCNNode = GuyScene.rootNode.childNodeWithName("Bob_014", recursively: true)!
    FieldScene.rootNode.addChildNode(Guy1)

    ButtonA.size = CGSize(width: 6, height: 9)
    ButtonA.anchorPoint = CGPointMake(-13.3, -0.5)
    ButtonA.zPosition = 0
    overlayScene.addChild(ButtonA)

    let tapGesture = UITapGestureRecognizer(target: self, action: "handleTap:")
    scnView.addGestureRecognizer(tapGesture)
    //--------------------------
    let cameraNode = SCNNode()
    cameraNode.camera = SCNCamera()
    FieldScene.rootNode.addChildNode(cameraNode)
    cameraNode.position = SCNVector3(x: 0, y: 5, z: 15)
    //-----------------------------------------------
    let lightNode = SCNNode()
    lightNode.light = SCNLight()
    lightNode.light!.type = SCNLightTypeOmni
    lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
    FieldScene.rootNode.addChildNode(lightNode)
    //-----------------------------------------------
    let ambientLightNode = SCNNode()
    ambientLightNode.light = SCNLight()
    ambientLightNode.light!.type = SCNLightTypeAmbient
    ambientLightNode.light!.color = UIColor.darkGrayColor()
    FieldScene.rootNode.addChildNode(ambientLightNode)
    //----------------------------------------------
}
    func AButtonPressed() {
    let AButtonPressed = SKTexture(imageNamed: "GreenAButtonPressed")
    let OrignalButtonA = SKTexture(imageNamed:"GreenAButton")
    let AButtonPressedAnimation = SKAction.animateWithTextures([AButtonPressed, OrignalButtonA], timePerFrame: 0.2)
    let RunAButtonPressedAnimation = SKAction.repeatAction(AButtonPressedAnimation, count: 1)
    ButtonA.runAction(RunAButtonPressedAnimation)
    print("finishedpressing")
}

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
    /* Called when a touch begins */

    for touch: AnyObject in touches {
        let location1 = touch.locationInNode(self.overlayScene)
        if self.overlayScene.nodeAtPoint(location1) == self.ButtonA {
            AButtonPressed()
            print("AButtonPressed")
        }
    }


推荐答案

您的手势识别器已配置当用户点击视图时调用 handleTap:方法,但是你没有定义该方法。

your gesture recognizer is configured to call the handleTap: method when the user taps the view, but you don't define that method.

func handleTap(gestureRecognizer: UITapGestureRecognizer) {
    // do something
}

如果您想直接使用 touchesBegan ,那么您不需要手势识别器。

If you want to use touchesBegan directly, then you don't need the gesture recognizer.

这篇关于应用程序崩溃触摸屏幕Scenekit与overlayskscene Xcode Swift的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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