我的目标:在Achievements Class的amount变量中添加一个,然后更新文本,使其显示在名为“AmountLabel”的SKLabelNode上
所以我有一个SKNode的子类来保护我的SKSpriteNode,它显示了成就的标志和成就标题的SKLabelNodes以及解锁成就所需的金额如下所示:
class Achievements: SKNode {
var achievementLabel = SKLabelNode()
var achievementTitleLabel = SKLabelNode()
var achievementNode = SKSpriteNode()
var amount = 0
var neededAmount = 0
var Image: String = "locked" {
didSet {
var texture = SKTexture(imageNamed: Image)
}
}
func createAchievement() {
let tex:SKTexture = SKTexture(imageNamed: Image)
achievementNode = SKSpriteNode(texture: tex, color: SKColor.black, size: CGSize(width: 75, height: 75)) //frame.maxX / 20, height: frame.maxY / 20))
achievementNode.zPosition = -10
achievementNode.name = "AchievementNode"
amount = 0
neededAmount = 10
self.addChild(achievementNode)
self.zPosition = -11
Achievements3.append(achievementNode)
createAchievementLabels()
}
func createAchievementLabels() {
achievementTitleLabel = SKLabelNode(fontNamed: "Avenir-Black")
achievementTitleLabel.fontColor = UIColor.black;
achievementTitleLabel.fontSize = 13 //self.frame.maxY/30
achievementTitleLabel.position = CGPoint (x: 0, y: 45)
achievementTitleLabel.text = "COLLECTOR"
achievementTitleLabel.zPosition = -9
addChild(achievementTitleLabel)
achievementTitleLabel.name = "AchievementTitleLabel"
achievementLabel = SKLabelNode(fontNamed: "Avenir-Black")
achievementLabel.fontColor = UIColor.black;
achievementLabel.fontSize = 13 //self.frame.maxY/30
achievementLabel.position = CGPoint (x: 0, y: -50)
achievementLabel.text = ("\(amount) / \(neededAmount)")
achievementLabel.zPosition = -9
addChild(achievementLabel)
achievementLabel.name = "AmountLabel"
AchievementLabels.append(achievementLabel)
}
func UpdateText() {
achievementLabel.text = ("\(amount) / \(neededAmount)")
}
}
然后将它们添加到名为AchievementMenu的另一个类中,如下所示:
for 0...12 {
let Achievement = Achievements()
Achievement.createAchievement()
Achievement.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
Achievement.zPosition = 100
moveableArea.addChild(Achievement)
}
然后在AchievementMenu类的另一个函数中,我试图通过节点树枚举,以便能够更新标签以将其添加到其amount变量,然后更新其文本,如下所示:
func addOneToAchievementAndUpdateText() {
moveableArea.enumerateChildNodes(withName: "SKNode") {
node, stop in
let LabelAmount:Achievements = node as! Achievements
node.enumerateChildNodes(withName: "AmountLabel") {
node, stop in
LabelAmount.amount += 1
LabelAmount.UpdateText()
}
}
}
但每次我尝试将变量转换为实际类时,都会给出错误:
无法将“SKLabelNode”类型的值(0x10e5edb08)转换为 'Astrum.Achievements'(0x10c899438)。
如何在金额变量中添加一个,然后更新文本以便在屏幕上显示新金额?
答案 0 :(得分:2)
为避免出现投射错误,您可以将节点类型检查为:
func addOneToAchievementAndUpdateText() {
moveableArea.enumerateChildNodes(withName: "SKNode") {
node, stop in
print("- node type is: \(type(of: node))")
if node is Achievements {
let achievements = node as! Achievements
achievements.amount += 1
achievements.UpdateText()
}
}
}
如果你把这句话放在后面就不会出现你的错误:
Achievement.zPosition = 100
这一行:
Achievement.name = "SKNode"
PS 不要忘记使用小写的变量来将这些变量与类型混淆:通常认为这是一种不好的态度..