SkScene 未显示所有子项和不正确的节点数

SkScene not displaying all children and incorrect node count

我有我的 SKScene,但出于某种原因,它没有显示它的所有子项,只显示其中的一些。唯一显示的子项是用于显示背景图像的子项以及显示 image of rectangle outline 位于锚点 (0.5,0.5) 的矩形轮廓(我是堆栈新手)。节点数只显示三个,但我添加了这些子节点:(levelbg 用于背景图像 abd 我设置了 zpositon 以确保它位于所有内容的底部,我还尝试清除派生数据。我想知道是否有人可以提供帮助谢谢你(并为我这样做的代码道歉,所以我了解更多关于 spritekit 的信息)_

  //levelbg
    levelBg.zPosition = 0.0
    levelBg.position = CGPoint(x:frame.minX,y:frame.minY)
    levelBg.anchorPoint = CGPoint(x: 0.0, y: 0.0)
    self.addChild(levelBg);
    //sword button
    swordButton.zPosition = 1.0;
    swordButton.position = CGPoint(x: frame.maxX - 200, y: 530);
    swordButton.run(SKAction.sequence([waitFade,moveItem,fadeIn]));
    self.addChild(swordButton);
    //convoBg
    convoBg = SKShapeNode(rect: CGRect(x: 0, y: 425, width: Int(frame.maxX), height: 175))
    convoBg.position = CGPoint(x: 100, y: 400)
    convoBg.fillColor = UIColor.init(red: 0.15, green: 0.31, blue: 0.51, alpha: 1.0);
    convoBg.strokeColor = UIColor.init(red: 0, green: 0, blue: 0, alpha: 1.0);
    convoBg.lineWidth = 10;
    convoBg.zPosition = 2.0;
    addChild(convoBg);

    
    //characters
    mainHero.position = CGPoint(x:frame.minX + 100, y: frame.midY);
    mainHero.name = "hero";
    mainHero.zPosition = 2.0;
    mainHero.alpha = 0.0;
    mainHero.run(SKAction.sequence([waitFade,moveItem,fadeIn]));
    mainHero.physicsBody = SKPhysicsBody(texture: mainHero.texture!, size: (mainHero.texture!.size()));
    mainHero.physicsBody!.allowsRotation = true;
    mainHero.physicsBody!.categoryBitMask = contactType.heroType.rawValue;
    mainHero.physicsBody!.contactTestBitMask = contactType.rockType.rawValue;
    mainHero.physicsBody!.collisionBitMask = contactType.rockType.rawValue;
    mainHero.physicsBody!.affectedByGravity = false;
    mainHero.physicsBody!.isDynamic = false;
    self.addChild(mainHero);
//arrows
    left.position = CGPoint(x: frame.minX + 45, y: 540);
    left.zPosition = 1.0;
    left.alpha = 0.0;
    left.run(SKAction.sequence([waitFade,moveItem,fadeIn]));
    self.addChild(left);

我能够通过调整视图大小并再次读取节点来解决我的问题