使用类别为

时间:2016-06-22 16:59:57

标签: ios skspritenode skscene

我开始使用SKSpriteNode类别系统来扩展SKSpriteNode的基本功能,并且现在通过编辑器添加到.sks场景的精灵从场景中丢失(不是在运行时以编程方式添加到场景中的精灵) 。当我在.sks上记录一些精灵时,我可以看到它们的正确位置和缩放参数,但在XCode的调试控制台中纹理始终是[' nil']。当我为例如名为" house1"的log元素时,会发生这种情况(参见下面的NSLog行)。内部静态SKNoe在GameScene1.sks的场景编辑器上。在场景编辑器上,我可以看到所有元素(包括那个house1元素)很好,但是当我启动项目时,没有显示添加到该.sks文件的精灵。以下是相关代码:

GameScene头文件是:

//GameScene.h

#import "Hero.h"
#import "SKSpriteNode+StaticLevelElement.h"

@interface GameScene : SKScene <SKPhysicsContactDelegate>

-(void) initStaticLevelElements;

@end

GameScene实现文件是:

//GameScene.m
#import "SKSpriteNode+StaticLevelElement.h" 

@implementation SKScene (Unarchive)

+ (instancetype)unarchiveFromFile:(NSString *)file {
    /* Retrieve scene file path from the application bundle */
    NSString *nodePath = [[NSBundle mainBundle] pathForResource:file ofType:@"sks"];
    /* Unarchive the file to an SKScene object */
    NSData *data = [NSData dataWithContentsOfFile:nodePath
                                      options:NSDataReadingMappedIfSafe
                                        error:nil];
    NSKeyedUnarchiver *arch = [[NSKeyedUnarchiver alloc] initForReadingWithData:data];
    [arch setClass:self forClassName:@"SKScene"];
    SKScene *scene = [arch decodeObjectForKey:NSKeyedArchiveRootObjectKey];
    [arch finishDecoding];

    return scene;
}  

@end

@implementation GameScene

-(void)didMoveToView:(SKView *)view {

    //Overriden in each level scene
    [self initStaticLevelElements];

}

-(void) initStaticLevelElements {
}

@end

GameScene1.m是:

//  GameScene1.m
#import "GameScene1.h"
#import "Customer.h"
#import "Competitor.h"

@implementation SKScene (Unarchive)

+ (instancetype)unarchiveFromFile:(NSString *)file {
    NSString *nodePath = [[NSBundle mainBundle] pathForResource:file ofType:@"sks"];

    NSData *data = [NSData dataWithContentsOfFile:nodePath
                                      options:NSDataReadingMappedIfSafe
                                        error:nil];
    NSKeyedUnarchiver *arch = [[NSKeyedUnarchiver alloc] initForReadingWithData:data];
    [arch setClass:self forClassName:@"SKScene"];
    SKScene *scene = [arch decodeObjectForKey:NSKeyedArchiveRootObjectKey];
    [arch finishDecoding];

    return scene;
}

@end

@implementation GameScene1

#include "GoodsConstants.h"

-(void) initStaticLevelElements {
    self.staticLevelElements = [[NSMutableArray alloc] init];

    self.name = @"name for scene one";

    SKNode * statics = [self childNodeWithName:@"statics"];

    statics.zPosition = 100;
    SKSpriteNode * e = (SKSpriteNode *)[statics childNodeWithName:@"house1"];
    NSLog(@"house one is: %@", e);

}

GameScene1.h是:

//  GameScene1.h

#import <SpriteKit/SpriteKit.h>
#import "GameScene.h"


@interface GameScene1 : GameScene

@end

SKSpriteNode + StaticLevelElement.h是:

//  SKSpriteNode+StaticLevelElement.h  

#import <SpriteKit/SpriteKit.h>
#import <SpriteKit/SKSpriteNode.h>

@interface SKSpriteNode (StaticLevelElement)

-(void) initWithSKNode:(SKNode *)node;

@property NSNumber * pseudoDepth;

@end

SKSpriteNode + StaticLevelElement.m是:

//SKSpriteNode+StaticLevelElement.m

#import <objc/runtime.h>
#import "SKSpriteNode+StaticLevelElement.h"

NSString * const pseudoDepthSelector = @"pseudoDepth";

@implementation SKSpriteNode (StaticLevelElement)

@dynamic pseudoDepth;

- (instancetype)initWithCoder:(NSCoder *)coder
{
    self = [super initWithCoder:coder];
    self.userInteractionEnabled = YES;

    return self;
}

- (void)setPseudoDepth:(NSNumber *)pseudoDepth
{
objc_setAssociatedObject(self, (__bridge const void *)(pseudoDepthSelector), pseudoDepth, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}

- (NSNumber *)pseudoDepth
{
    return objc_getAssociatedObject(self, (__bridge const void *)(pseudoDepthSelector));
}

-(void) touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {

}

-(void) touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {

}

@end

为了设置每个场景(级别)的特定数据,我使用基础GameScene类的继承 - 因此我获得了GameScene1,GameScene2等。 有谁知道我错过了什么才能看到纹理?

1 个答案:

答案 0 :(得分:0)

我从中删除了initWithCoder覆盖方法 SKSpriteNode + StaticLevelElement.m 现在一切正常,纹理显示,精灵全部显示在屏幕上。