我想将SKShapeNode
中的SKScene
添加到SKSpriteNode
。 SKSpriteNode
可能已经有一些转换自动转换为SKShapeNode
,我不想发生这种转换。我添加了添加后shapenode跳转方式的屏幕截图。我还添加了我的代码,我将形状节点添加为子节点并对节点应用一些相反的变换(在某些情况下工作正常,但例如当我缩放,移动和旋转机器人时,绘图跳转到另一个位置)
func addMaskPath(_ path: CGPath) {
let drawing = MaskLayer(withPath: path)
drawing.zRotation = -zRotation
drawing.xScale = drawing.xScale / xScale
drawing.yScale = drawing.yScale / yScale
drawing.position.x = (drawing.position.x - position.x) / xScale
drawing.position.y = (drawing.position.y - position.y) / yScale
drawing.position.y = drawing.position.y*cos(zRotation) - drawing.position.x*sin(zRotation)
drawing.position.x = -drawing.position.y*sin(zRotation) + drawing.position.x*cos(zRotation)
cropMask?.eraserMask?.addChild(drawing)
}
MaskLayer是一个SKShapeNode。如何轻松找到SKSpriteNode的转换并以与我的SKShapeNode相反的方式应用它们,以便我的绘图在视觉上保持完全相同?
答案 0 :(得分:0)
如果您不想让SKShapeNode
继承其转化,则不应将SKSpriteNode
添加到SKNode
。
我建议让父母SKSpriteNode
抓住您的SKShapeNode
并将SKNode
添加到父SKSpriteNode
而不是CREATE VIEW `data_entry` AS
SELECT
`sites`.`longitude` AS longitude,
`sites`.`latitude` AS latitude,
`companiesornaturalperson`.`name`
FROM sites
INNER JOIN
companiesornaturalperson ON sites.contractor = companiesornaturalperson.idCompaniesOrNaturalPerson
< / p>