因此,我目前正在使用spriteKit
和gameplayKit
进行游戏。我创建了一个自定义GKComponent
类,该类通过Xcode(图像)中的场景检查器提供给某些SKSpriteNode
。现在,当我想使用相同的SKSpritenodes
重新创建随机GKComponent
时,它似乎不起作用,因为自定义GKComponent
的替代更新方法不起作用。有任何线索吗?
我试图给该节点一个新的实体对象(因为它返回nil),并且我给该实体提供了自定义GKComponent
,但没有任何作用
// In scene
let node = SKSpriteNode(texture: "coin", color: UIColor.clear, size: CGSize(width: 60, height: 60))
let entities: GKEntity! = GKEntity()
let component: CollectableComponent = CollectableComponent()
component.itemType = 1
node.anchorPoint = CGPoint(x: 0.5, y: 0.5)
node.zPosition = 6
node.setScale(0.5)
node.size = CGSize(width: 60, height: 60)
node.position = CGPoint(x: 90, y: 90)
entities.addComponent(component)
node.entity = entities
self.scene?.addChild(node)
// GKComponent
class CustomComponent: GKComponent {
var node: SKSpriteNode?
@GKInspectable var itemType: Int = 0
@GKInspectable var isStatic: Bool = false
override init() {
super.init()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func update(deltaTime seconds: TimeInterval) {
if node == nil {
if let nodeComponent = self.entity?.component(ofType: GKSKNodeComponent.self){
node = nodeComponent.node as? SKSpriteNode
}
}
}
}
期望的行为:如果nodeComponent
中的CustomComponent
变量不是nil,我想使其运行如下动画:
node = nodeComponent.node as? SKSpriteNode; node.run(SKAction.moveBy(x: 0, y: 15, duration: 0.3));
但使用代码,该操作将无法运行
答案 0 :(得分:1)
这是您要执行的操作。
请注意,您需要保留实体,因此需要一个全局变量。
此外,当您将节点添加到GKSKNodeComponent
时,node.entity
变量将自动设置。
class GameScene : SKScene{
var entities: [GKEntity] = [GKEntity]()
func doSomething(){
let node = SKSpriteNode(texture: "coin", color: UIColor.clear, size: CGSize(width: 60, height: 60))
node.anchorPoint = CGPoint(x: 0.5, y: 0.5)
node.zPosition = 6
node.setScale(0.5) //<--- YUCK!!!!!
node.size = CGSize(width: 60, height: 60)
node.position = CGPoint(x: 90, y: 90)
self.scene?.addChild(node)
let entity = GKEntity()
let nodeComponent : GKSKNodeComponent = GKSKNodeComponent(node:node)
let component: CollectableComponent = CollectableComponent()
component.itemType = 1
entity.addComponent(nodeComponent)
entity.addComponent(component)
entities.append(entity)
}
}
// GKComponent
class CustomComponent: GKComponent {
//We want this line to crash if node is empty, so do not use ?
lazy var node: SKSpriteNode! = {return self.entity!.component(ofType: GKSKNodeComponent.self).node as? SKSpriteNode! }
@GKInspectable var itemType: Int = 0
@GKInspectable var isStatic: Bool = false
override init() {
super.init()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func update(deltaTime seconds: TimeInterval) {
}
}