我使用的是GKAgents、GKGoals和GKBehaviours,但是我的行为和组件之间的内存被泄露了。我认为图像和代码可以更好地解释我的问题:
在我的实体管理器中,我返回所有无人机实体:
func droneEntities() -> [GKAgent2D] {
for componentSystem in componentSystems {
if componentSystem.componentClass is DroneMoveComponent.Type {
let components = componentSystem.components
return components.flatMap{ component in
return component as? GKAgent2D
}
}
}
return []
}我的Dronemovecomponent:
import SpriteKit
import GameplayKit
class DroneMoveComponent: GKAgent2D, GKAgentDelegate {
weak var entityManager: EntityManager?
init(entityManager: EntityManager) {
self.entityManager = entityManager
super.init()
delegate = self
self.maxSpeed = 50.0
self.mass = 0.01
self.radius = 16
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func agentWillUpdate(_ agent: GKAgent) {
guard let spriteComponent = entity?.component(ofType: SpriteComponent.self) else {
return
}
position = vector_float2(Float(spriteComponent.node.position.x), Float(spriteComponent.node.position.y))
}
func agentDidUpdate(_ agent: GKAgent) {
guard let spriteComponent = entity?.component(ofType: SpriteComponent.self) else {
return
}
spriteComponent.node.position = CGPoint(x: CGFloat(position.x), y: CGFloat(position.y))
}
override func update(deltaTime seconds: TimeInterval) {
super.update(deltaTime: seconds)
if let controlledComponent = entityManager?.playerEntity?.component(ofType: ControlledComponent.self) {
let droneEntities = entityManager?.droneEntities().filter{$0 != self}
behavior = DroneMoveBehaviour(seek: controlledComponent, avoid: (entityManager?.berkEntities())!, drones: droneEntities!)
}
}
}我的DroneMoveBehaviour:
import GameplayKit
import SpriteKit
class DroneMoveBehaviour: GKBehavior {
init(seek: GKAgent, avoid: [GKAgent], drones: [GKAgent]) {
super.init()
setWeight(500, for: GKGoal(toReachTargetSpeed: 50))
setWeight(100, for: GKGoal(toInterceptAgent: seek, maxPredictionTime: 10))
setWeight(1000, for: GKGoal(toAvoid: avoid, maxPredictionTime: 10))
setWeight(1000, for: GKGoal(toAvoid: drones, maxPredictionTime: 10))
}
}下面是我记忆图的图像:

我有另一套组件和行为以同样的方式泄漏,我想,如果有人能帮助我理解如何解决这个问题,我可以自己去纠正其他的。
数组应该包含弱引用吗?我应该转到NSPointerArray吗?还是我忽略了别的东西?如有任何指导,将不胜感激,谢谢。
发布于 2018-04-20 10:28:11
没有必要在每次更新中设置DroneMoveComponents行为!在构造函数中只移动一次这个集合似乎可以防止泄漏。
发布于 2021-10-30 23:40:07
面对类似的问题,在一个特定的目标上避免代理。另一种对我有效的选择是在交易/结束现场时清除代理行为。
entityManager.entities.forEach { entity in
entity.component(ofType: GKAgent2D.self).behavior = nil
}https://stackoverflow.com/questions/49899421
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