在SpriteKit中将SKReferenceNode/SKScene添加到另一个SKScene [英] Add SKReferenceNode/SKScene to another SKScene in SpriteKit

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本文介绍了在SpriteKit中将SKReferenceNode/SKScene添加到另一个SKScene的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我想在我的主GameScene中添加一个SKScene. SKReferenceNode似乎是一个很好的解决方案.

I would like to add a SKScene to my main GameScene. SKReferenceNode seems to be a good solution.

我有: -GameScene.sks(主场景) -Countdown.sks(添加到GameScene的场景) -Countdown.swift(自定义类,如何初始化它?SKScene?SKReferenceNode?SKNode)

I have : - GameScene.sks (main scene) - Countdown.sks (scene to add to GameScene) - Countdown.swift (Custom class, how does to init it? SKScene ? SKReferenceNode ? SKNode)

我不知道如何使用我的Countdown类以编程方式添加我的倒计时.

I don't know how to add programmatically my countdown using my class Countdown.

我尝试过:

 let path = Bundle.main.path(forResource: "Countdown", ofType: "sks")
 let cd = SKReferenceNode (url: NSURL (fileURLWithPath: path!) as URL) as! Countdown
 cd.name = "countdown"
 self.addChild(cd)

但是我有以下错误:

 Could not cast value of type 'SKReferenceNode' (0x10d97ad88) to 'LYT.Countdown' (0x10a5709d0

我还尝试了一些更简单的方法,例如:

I also tried something more simple like:

 let cd=Countdown(scene:self) 
 self.addChild(cd)

但是我不知道如何使用Countdown.sks文件来初始化类.

But I don't know how to init the class using the Countdown.sks file.

我知道我也可以创建一个SKNode类,并以编程方式100%初始化它,但是对我来说,使用关联的.sks文件以使用Xcode场景编辑器确实很重要.

I know I also have the possibility to create a SKNode class, and init it 100% programmatically, but it really important for me to use the associated .sks file in order to use the Xcode scene editor.

推荐答案

我这样做,我不知道这样做是否是最好的方法,但是可以:

I do that, I don't know if is the best way to do this, but works:

我有2个文件Dragon.swift和sks

I've 2 file Dragon.swift and sks

我添加了一个诸如DragonNode之类的主"节点以及该节点的其他子节点

I've added a "main" node like DragonNode and other node children of this

现在,DragonNode是一个自定义类,将其设置在sks文件中:

Now, the DragonNode is a custom class, set it in sks file:

DragonNode是普通的SKSpriteNode

The DragonNode is a normal SKSpriteNode

class DragonNode: SKSpriteNode, Fly, Fire {

    var head: SKSpriteNode!
    var body: SKSpriteNode!
    var shadow: SKSpriteNode!
    var dragonVelocity: CGFloat = 250

    required init?(coder aDecoder: NSCoder) {        
        super.init(coder: aDecoder)

        //Example other node from sks file
        body = self.childNodeWithName("Body") as! SKSpriteNode
        head = body.childNodeWithName("Head") as! SKSpriteNode
        shadow = self.childNodeWithName("Shadow") as! SKSpriteNode
        shadow.name = "shadow"
    }

    //Dragon Func
    func fireAction () {}
    func flyAction () {}
}

在场景中,添加一个SKReferenceNode:

Inside the scene, add a SKReferenceNode:

在SKScene代码中:

In the SKScene code:

    let dragonReference = self.childNodeWithName("DragonReference") as! SKReferenceNode

    let dragonNode = dragonReference.getBasedChildNode() as! DragonNode
    print(dragonNode)
    //Now you can use the Dragon func
    dragonNode.flyAction()

getBasedChildNode()是用于查找您的基础节点(第一个节点)的扩展

getBasedChildNode() is an extension to find your based node (the first one)

extension SKReferenceNode {
    func getBasedChildNode () -> SKNode? {
        if let child = self.children.first?.children.first {return child}
        else {return nil}
    }
}

这篇关于在SpriteKit中将SKReferenceNode/SKScene添加到另一个SKScene的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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