问题描述
我想使用我自定义的 SKNode 子类创建一个关卡.我尝试在场景编辑器中添加一个 SKNode 并使用自定义类"选项卡给出我想要的类,但这绝对没有任何作用.该节点仍然是空的,当我运行模拟器时不会显示任何内容.此外,为了确保该类确实有效,我以编程方式将它的一个实例添加到场景中,以查看它是否显示以及是否显示.
I want to create a level using my custom subclasses of SKNode. I tried adding an SKNode to the scene editor and using the "Custom Class" tab give the class that I want it to be but that did absolutely nothing. The node would still be empty and nothing would show when I run the simulator. Also, to make sure that the class actually works, I added an instance of it to the scene programmatically to see if it shows and it does.
如何通过场景编辑器将自定义节点添加到场景中?
How do I add my custom nodes to the scene through the scene editor?
这是我的自定义类代码:
Here's my custom class code:
class Player: SKSpriteNode {
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
print("Test")
self.addChild(SKSpriteNode(imageNamed: "Player.png"))
}
}
推荐答案
您需要做两件事:
1) 设置自定义类时,您必须在类名前加上您的应用程序名称;My_App_Name.MyClass
例如,其中 _
代表一个空格.
1) When setting the Custom Class you have to prefix the class name with your app's name; My_App_Name.MyClass
for example, where _
represents a space.
2) 你的 SKNode
子类需要实现 required init?(coder aDecoder: NSCoder)
.
2) Your SKNode
subclass needs to implement required init?(coder aDecoder: NSCoder)
.
例如,在我名为MyGame"的项目中:
For example, in my project called 'MyGame':
class MyNode: SKSpriteNode {
// Set this after the node has been initaliser by init(coder:)
var someStat: Int = 0
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
// To check it worked:
print("Yup, all working")
}
}
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