除了swift中的一个节点之外,有没有办法对所有创建的节点添加操作?

Is there a way to add action to all the created nodes except one node in swift?

我想为场景中除一两个节点之外的所有节点添加一个动作。

或者,我想找到一种使用"name"方法的不同方式来访问所有节点的方法。

这不是完整的游戏,但我不想使用 "name" 方法,因为每个方块都有不同的名称。

import SpriteKit
import GameplayKit
var Score = 0

class GameScene: SKScene {

let SquareSide = 100
var touchedNode = SKNode()
var touchLocation = CGPoint()
let ScoreLabel = SKLabelNode()
let squareNumber = 0

override func didMove(to view: SKView) {
CreatSquares()
}

func CreatSquares(){

let square = SKShapeNode(rect: CGRect(x:        Int(arc4random_uniform(UInt32(self.frame.width))), y:  Int(arc4random_uniform(UInt32(self.frame.height))), width: SquareSide, height: SquareSide))

if Score <= 10{
square.fillColor = UIColor.orange}
else{
square.fillColor = UIColor.blue
        }
square.physicsBody =        SKPhysicsBody(rectangleOf: CGSize(width: square.frame.width, height: square.frame.height), center: CGPoint(x: square.position.x, y: square.position.y))

square.physicsBody?.affectedByGravity = false

square.physicsBody?.allowsRotation = false
square.physicsBody?.categoryBitMask = 0
square.name = "square\(number)"

number++
self.addChild(square)

    }


}
func CreatScoreLabel(){
let ScoreLabel = SKLabelNode()

ScoreLabel.text = "Your Score is:\(Score)"

ScoreLabel.position = CGPoint(x: self.frame.width/2, y: self.frame.height - 50)

ScoreLabel.color = UIColor.white
    self.addChild(ScoreLabel)

}

func updatScore(){
ScoreLabel.text = "Your Score is:\(Score)"

}

override func touchesBegan(_ touches:     Set<UITouch>, with event: UIEvent?) {
for touch in touches {
touchLocation = touch.location(in: self)
touchedNode = self.atPoint(touchLocation)
if touchedNode.name == "square"{
Score += 1
touchedNode.removeFromParent()
            }


    }

    }
override func update(_ currentTime: TimeInterval) {
updatScore()
}

最简单的方法是将所有要添加动作的节点添加到一个数组中,然后遍历该数组,在 want/need.

时添加动作

如果您的对象又大又复杂,这会占用内存,但这是不使用 .name.

的最有条理和最快速的方法。

并且比使用 enumerateChildNodes...

来遍历节点层次结构要快得多,也容易得多

I think you forgot the real power of enumerateChildNodes(withName:

所述

的确,关于名字:

The name to search for. This may be either the literal name of the node or a customized search string. See Searching the Node Tree.

这意味着您还可以:

self.enumerateChildNodes(withName: "//square*") { node, _ in
   // node is equal to each child where the name start with "square"
   // in other words, here you can see square0, square1, square2, square3 etc...
   if node.name == "square3" {
      // do whatever you want with square3
   }
}

// 指定搜索应从根节点开始,并在整个节点树中递归执行。否则,它从当前位置执行递归搜索。

*表示搜索匹配零个或多个字符。