如何让一个label节点的文本占2行?

How do I make the text of one label node take up 2 lines?

我下面的这段文字太长,无法在运行时显示在屏幕上。我怎样才能使这两条线而不是一条线?

myLabel.text = "The weather today is going to be partly cloudy with a chance of rain"

#1
设置行数:

myLabel.numberOfLines = 2 //set to 0 if you want it to automatically decide based on how many line breaks you add in step 2

#2
使用 \n\r:

在文本中添加换行符
myLabel.text = "The weather today is going to\nbe partly cloudy with a chance of rain"

希望对您有所帮助:)

编辑

您应该澄清您使用的是 SKLabelNode 而不是普通的 UILabel。这是您可以执行的操作,因为 SKLabelNodes 不支持多行。

  • 创建新视图
  • 向视图添加标签 #1
  • 向视图添加另一个标签 (#2),将其放在标签 #1 下方
  • 将句子分成两部分,将第一部分添加到标签 #1,第二部分添加到标签 #2
  • myLabel.numberOfLines = 2 //或设置为0
  • 确保 myLabel.frame.size.height 足够

edit/update:

** 对于 iOS 11 或更高版本,您可以设置 numberOfLines, lineBreakMode, and preferredMaxLayoutWidth properties. attributedText 也受支持 **

原回答


您可以创建自己的方法来显示多行文本,如下所示:

import SpriteKit

class GameScene: SKScene {
    override func didMoveToView(view: SKView) {
        displayMultiLineTextAt(CGRectGetMidX(self.frame) - 100, y: CGRectGetMidY(self.frame) + 50, align: SKLabelHorizontalAlignmentMode.Left, lineHeight: 20.0, text: "Welcome to Whosebug!\nThe weather today is going to\nbe partly cloudy with a chance\nof rain.")
    }
    func displayMultiLineTextAt(x: CGFloat, y: CGFloat, align: SKLabelHorizontalAlignmentMode, lineHeight: CGFloat, text: String) {
        let textNode = SKNode()
        textNode.position = CGPointMake(x, y)
        var lineAt: CGFloat = 0
        for line in text.componentsSeparatedByString("\n") {
            let labelNode = SKLabelNode(fontNamed: "Arial")
            labelNode.fontSize = 14
            labelNode.horizontalAlignmentMode = align
            labelNode.fontColor = SKColor(hue: 1, saturation: 1, brightness: 1, alpha: 1)
            labelNode.position = CGPointMake(0, lineAt)
            labelNode.text = line
            textNode.addChild(labelNode)
            lineAt -= lineHeight
        }
        scene!.addChild(textNode)
    }
    override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
        /* Called when a touch begins */
    }
    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
    }
}