下午好,我正在试图弄清楚如何从SCNNode&来自SCNScene的SKSpriteNode与SKScene重叠。
import UIKit
import SceneKit
class GameViewController: UIViewController {
var scnView:SCNView!
var scnScene:SCNScene!
var sprite: spritekitHUD!
var cameraNode: SCNNode!
var shape: SCNNode!
override func viewDidLoad() {
super.viewDidLoad()
setupScene()
}
func setupScene() {
scnView = self.view as! SCNView
scnView.delegate = self
scnView.allowsCameraControl = true
scnScene = SCNScene(named: "art.scnassets/scene.scn")
scnView.scene = scnScene
sprite=spritekitHUD(size: self.view.bounds.size, game: self)
scnView.overlaySKScene=sprite
cameraNode = scnScene.rootNode.childNode(withName: "camera",
recursively: true)!
shape=scnScene.rootNode.childNode(withName: "shape", recursively: true)
shape.name="ThreeDShape"
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
{
let touch = touches.first!
let location = touch.location(in: scnView)
let hitResults = scnView.hitTest(location, options: nil)
if let result = hitResults.first {
handleTouchFor(node: result.node)
}
}
func handleTouchFor(node: SCNNode) {
if node.name == "ThreeDShape" {
print("SCNNode Touched")
}
}
}
这是我的Spritekit叠加场景
import Foundation
import SpriteKit
class spritekitHUD: SKScene{
var game:GameViewController!
var shapeNode: SKSpriteNode!
init(size: CGSize, game: GameViewController){
super.init(size: size)
self.backgroundColor = UIColor.white
let spriteSize = size.width/12
self.shapeNode= SKSpriteNode(imageNamed: "shapeNode")
self.shapeNode.size = CGSize(width: spriteSize, height: spriteSize)
self.shapeNode.position = CGPoint(x: spriteSize + 8, y: spriteSize + 8)
self.shapeNode.name="test"
self.game=game
self.addChild(self.pauseNode)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch=touches.first else{
return
}
let location=touch.location(in: self)
if self.atPoint(location).name=="test" {
print("Spritekit node pressed")
}
}
}
所以有了这个,我可以成功收到我的overlaySKScene上已经触及我的spritenode的通知,但是我无法弄清楚如何获得我的SCNode被触摸的通知。如果你不能有2个触摸功能,那么任何人都有任何想法如何同时处理2d事件的3D事件吗?
感谢您的帮助!!
答案 0 :(得分:6)
如果您想使用SKScene
的{{1}}叠加层进行用户控制,(例如,您希望在SKScene叠加层中实现一个&#34;消耗&#34;触摸)的按钮,但也有触摸不要触及控件以通过并注册基础SCNView
,你必须这样做:在SKScene叠加层上设置SCNView
到isUserInteractionEnabled
本身,但然后false
对于您希望充当按钮的叠加层中的任何单个元素。
true
如果用户触摸按钮,则按钮的触摸事件(let overlay = SKScene(fileNamed: "overlay")
overlay?.isUserInteractionEnabled = false
let pauseButton = overlay?.childNode(withName: "pauseButton") as? Button
// Button is a subclass of SKSpriteNode that overrides touchesEnded
pauseButton?.isUserInteractionEnabled = true
sceneView.overlaySKScene = overlay
,touchesBegan
等)将触发并消耗触摸(基础手势识别器将虽然仍然开火)。但是,如果他们触摸按钮外,触摸将传递到底层SCNView。
答案 1 :(得分:4)
直接从Xcode的游戏模板中“解除”......
在viewDidLoad中添加手势识别器:
// add a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action:
#selector(handleTap(_:)))
scnView.addGestureRecognizer(tapGesture)
func handleTap(_ gestureRecognize: UIGestureRecognizer) {
// retrieve the SCNView
let scnView = self.view as! SCNView
// check what nodes are tapped
let p = gestureRecognize.location(in: scnView)
let hitResults = scnView.hitTest(p, options: [:])
// check that we clicked on at least one object
if hitResults.count > 0 {
// retrieved the first clicked object
let result: AnyObject = hitResults[0]
// result.node is the node that the user tapped on
// perform any actions you want on it
}
}
答案 2 :(得分:0)
您可以在spritekitHUD中实现此方法:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
{
game.touchesBegan(touches, with: event)
}