在我与Swift一起开发的游戏中,我希望玩家能够在类似商店的场景中选择背景,从而改变每个SKScene的背景。我尝试使用UserDefaults来完成此操作,但由于某种原因它无法正常工作。这是商店场景的重要代码(我删除了不相关的代码):
import SpriteKit
class ShopScene: SKScene {
var backNumber = 90
var backRemainder = 0
var background = SKSpriteNode()
var backName:String = "back1"
override func didMove(to view: SKView) {
background.texture = SKTexture(imageNamed: "\(backName)")
background.size = self.size
self.addChild(background)
let nextButton: NButton = NButton(defaultButtonImage: "next", activeButtonImage: "nextP", buttonAction: nextAction)
addChild(nextButton)
let selectButton: SButton = SButton(defaultButtonImage: "next", activeButtonImage: "nextP", buttonAction: selectAction)
addChild(selectButton)
}
func selectAction() {
UserDefaults.standard.set(backName, forKey: "backSaved")
let sceneToMoveTo = MainMenuScene(size: self.size)
sceneToMoveTo.scaleMode = self.scaleMode
let sceneTransition = SKTransition.fade(withDuration: 0.4)
self.view!.presentScene(sceneToMoveTo, transition: sceneTransition)
}
func nextAction() {
backNumber += 1
backRemainder = backNumber % 3
switch backRemainder {
case 0:
backName = "back1"
case 1:
backName = "back2"
case 2:
backName = "back3"
default:
backName = "back1"
}
background.texture = SKTexture(imageNamed: "\(backName)")
}
}
如您所见,当按下选择按钮时,将保存名称。现在,这是主菜单场景的相关代码:
Import SpriteKit
class MainMenuScene: SKScene {
var backName = UserDefaults.standard.string(forKey: "backSaved")
override func didMove(to view: SKView) {
let background = SKSpriteNode(imageNamed: "\(backName)")
background.size = self.size
self.addChild(background)
当选择'按下按钮,您应该转换到主菜单场景,并看到背景是您选择的背景。但是,当我运行它时,我在白色背景中得到一个红色的X.我之前曾在UserDefaults工作过以节省分数,但我无法弄清楚为什么它在这种情况下不起作用。有关如何使用UserDefaults在SKScenes之间传递字符串的任何想法?我做错了吗?
注意:虽然Knight0fDragon的答案标记正确,但他的答案适用于在场景之间传递字符串,但不能永久保存该值。如果您希望传递该值并保存,请检查我的答案。
答案 0 :(得分:2)
我建议不要执行UserDefaults
,这是针对您的应用程序的首选项。而是使用userData
func selectAction() {
let sceneToMoveTo = MainMenuScene(size: self.size)
sceneToMoveTo.scaleMode = self.scaleMode
sceneToMoveTo.userData = sceneToMoveTo.userData ?? NSMutableDictionary() //This lets us ensure userdata exists
sceneToMoveTo.userData!["backSaved"] = backName
let sceneTransition = SKTransition.fade(withDuration: 0.4)
self.view!.presentScene(sceneToMoveTo, transition: sceneTransition)
}
然后用:
实现它import SpriteKit
class MainMenuScene: SKScene {
lazy var backName:String = {return self.userData?["backSaved"] as? String ?? "back1"}() //This allows us to load backName at the time it is needed, or assign back1 if doesn't exist
override func didMove(to view: SKView) {
let background = SKSpriteNode(imageNamed: backName)
self.addChild(background)
注意,我不确定是否如此?需要字符串,没有它就可以尝试,看看Swift是否可以推断它
答案 1 :(得分:0)
显然,backName表现为可选,因为它没有值,因此为零。为了使我的代码工作,我对Shop Scene进行了这些更改:
import SpriteKit
class ShopScene: SKScene {
var backName:String? = UserDefaults.standard.string(forKey: "backSaved")
override func didMove(to view: SKView) {
if backName != nil {
backName = UserDefaults.standard.string(forKey: "backSaved")
} else {
backName = "back1"
}
background.texture = SKTexture(imageNamed: "\(backName!)")
self.addChild(background)
并对主菜单场景进行了这些更改:
import SpriteKit
class MainMenuScene: SKScene {
var backName:String? = UserDefaults.standard.string(forKey: "backSaved")
override func didMove(to view: SKView) {
if backName != nil {
backName = UserDefaults.standard.string(forKey: "backSaved")
} else {
backName = "back1"
}
let background = SKSpriteNode(imageNamed: "\(backName!)")
self.addChild(background)