如何使用自定义 GKComponent 创建 SKSpriteNode?
How to create a SKSpriteNode with Custom GKComponent?
所以我目前正在与 spriteKit
和 gameplayKit
一起开发一款游戏。我创建了一个自定义 GKComponent
class,我通过 Xcode 中的场景检查器将其提供给某些 SKSpriteNode
(图片)。现在,当我想用相同的 GKComponent
重新创建随机 SKSpritenodes
时,它似乎不起作用,因为我的自定义 GKComponent
的覆盖更新方法不起作用。有什么线索吗?
我试图给节点一个新的实体对象(因为它返回 nil)并且我给了那个实体我的自定义 GKComponent
但没有任何效果
// 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 CustomComponent
中的 nodeComponent
变量不为零,我想让它 运行 像这样的动画:
node = nodeComponent.node as? SKSpriteNode; node.run(SKAction.moveBy(x: 0, y: 15, duration: 0.3));
但是有了代码,动作就不会 运行ning
这就是您想要的方式。
请注意,您需要保留您的实体,因此需要一个全局变量。
此外,当您将节点添加到 GKSKNodeComponent
时,会自动设置 node.entity
变量。
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) {
}
}
所以我目前正在与 spriteKit
和 gameplayKit
一起开发一款游戏。我创建了一个自定义 GKComponent
class,我通过 Xcode 中的场景检查器将其提供给某些 SKSpriteNode
(图片)。现在,当我想用相同的 GKComponent
重新创建随机 SKSpritenodes
时,它似乎不起作用,因为我的自定义 GKComponent
的覆盖更新方法不起作用。有什么线索吗?
我试图给节点一个新的实体对象(因为它返回 nil)并且我给了那个实体我的自定义 GKComponent
但没有任何效果
// 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 CustomComponent
中的 nodeComponent
变量不为零,我想让它 运行 像这样的动画:
node = nodeComponent.node as? SKSpriteNode; node.run(SKAction.moveBy(x: 0, y: 15, duration: 0.3));
但是有了代码,动作就不会 运行ning
这就是您想要的方式。
请注意,您需要保留您的实体,因此需要一个全局变量。
此外,当您将节点添加到 GKSKNodeComponent
时,会自动设置 node.entity
变量。
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) {
}
}