SpriteView 和 SwiftUI 的场景不会填满整个屏幕

Scene with SpriteView and SwiftUI does not fill whole screen

我正在尝试处理项目 1 并使用 SpriteKit 和 SwiftUI,但由于某种原因,场景从未在我的 iPad 上填满整个屏幕。

import SwiftUI
import SpriteKit

struct ContentView: View {
    var scene: SKScene {
        let screenWidth  = UIScreen.main.bounds.width
        let screenHeight = UIScreen.main.bounds.height
        
        let scene = GameScene()
        scene.size = CGSize(width: screenHeight, height: screenWidth)
        scene.scaleMode = .fill
        scene.backgroundColor = .green
        return scene
    }
    
    var body: some View {
        let screenWidth  = UIScreen.main.bounds.width
        let screenHeight = UIScreen.main.bounds.height
        
        print(screenWidth)
        
        return SpriteView(scene: scene)
            .frame(width: screenWidth, height: screenHeight)
            .ignoresSafeArea()
    }
}

struct ContentView_Previews: PreviewProvider {
    static var previews: some View {
        ContentView()
    }
}

现在看起来像这样:

知道我在这里遗漏了什么吗?

最大

您在场景 属性 中有宽度和宽度参数。 (@aheze在评论中是怎么提到的)

最后通过将背景放在 ContentView 的 ZStack() 中解决了这个问题

var body: some View {
        let screenWidth  = UIScreen.main.bounds.width
        let screenHeight = UIScreen.main.bounds.height
        
        ZStack{
            EmptyView()
            Image("road")
                .resizable()
                .aspectRatio(contentMode: .fill)
                .ignoresSafeArea()
            
            SpriteView(scene: scene, options: [.allowsTransparency])
                .frame(width: screenWidth, height: screenHeight)
                .ignoresSafeArea()
        }
    }
}

出于某种原因,当我将它添加为 GameScene 的一部分时,它不会将纹理放大到全屏大小 class,无论我尝试什么比例:

let background = SKSpriteNode(imageNamed: "road")
        
        background.zPosition = -1
//      background.scale(to: CGSize(width: 1180, height: 700))
//      background.scale(to: CGSize(width: CGFloat(1180), height: CGFloat(820)))
        addChild(background)