检查SCNNode SCNAction是否完成

Gre*_*son 6 ios scenekit swift scnnode scnscene

我已经创建了一个玩家可以移动的SceneKit 3D迷宫世界.像跳跃这样的一些动作涉及在几秒钟的时间段内改变观察方向时上下移动相机.在此期间,我想忽略用户的轻击和滑动,这通常会导致其他类型的动作,如转弯和前进.

我可以创建一个匹配跳转持续时间的计时器并设置Bool,但我希望能够以更简单的方式检查摄像机的SCNNode.

有没有一种简单的方法来查看相机的SCNNode是否不再运行SCNAction跳转,所以我可以在其他点按和滑动操作之前添加此逻辑?

或者也许有一个SCNAction可以设置我可以在跳转序列的开始和结束时放置的Bool?

这是我的跳转代码:

        let jumpUp: SCNAction = SCNAction.move(to: SCNVector3Make(Float(Int(-yPos)), Float(Int(xPos)), jumpHeight), duration: jumpTime)
        let jumpAppex: SCNAction = SCNAction.wait(duration: jumpWaitTime)
        let fallDown: SCNAction = SCNAction.move(to: SCNVector3Make(Float(Int(-yPos)), Float(Int(xPos)), cameraHeight), duration: jumpTime)

        var lookDown: SCNAction = SCNAction.rotateTo(x: 0, y: 0, z: CGFloat(?), duration: jumpTurnTime)
        let noLook: SCNAction = SCNAction.wait(duration: jumpTime*2.0)
        var lookBack: SCNAction = SCNAction.rotateTo(x: 0, y: 0, z: 0, duration: jumpTurnTime)

        switch playerDirection.direction
        {
            case .south:
                lookDown = SCNAction.rotateTo(x: 0, y: 0, z: CGFloat(southZ), duration: jumpTurnTime)
                lookBack = SCNAction.rotateTo(x: CGFloat(?/2), y: 0, z: CGFloat(southZ), duration: jumpTurnTime)
            case .north:
                lookDown = SCNAction.rotateTo(x: 0, y: 0, z: CGFloat(northZ), duration: jumpTurnTime)
                lookBack = SCNAction.rotateTo(x: CGFloat(?/2), y: 0, z: CGFloat(northZ), duration: jumpTurnTime)
            case .east:
                lookDown = SCNAction.rotateTo(x: 0, y: 0, z: CGFloat(eastZ), duration: jumpTurnTime)
                lookBack = SCNAction.rotateTo(x: CGFloat(?/2), y: 0, z: CGFloat(eastZ), duration: jumpTurnTime)
            case .west:
                lookDown = SCNAction.rotateTo(x: 0, y: 0, z: CGFloat(westZ), duration: jumpTurnTime)
                lookBack = SCNAction.rotateTo(x: CGFloat(?/2), y: 0, z: CGFloat(westZ), duration: jumpTurnTime)
        }

        let sequenceJump = SCNAction.sequence([jumpUp, jumpAppex, fallDown])
        let sequenceLook = SCNAction.sequence([lookDown, noLook, lookBack])

        mazeScene.mazeCamera.runAction(sequenceJump)
        mazeScene.mazeCamera.runAction(sequenceLook)
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谢谢

格雷格

Gre*_*son 4

我最终使用了 .customAction:

我添加了一个类变量 isJumping

然后在函数代码前面我添加:

 isJumping = true
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并添加了 SCNAction:

 let jumpDone: SCNAction = SCNAction.customAction(duration: 0, action: {_,_ in self.isJumping = false})
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然后将顺序更改为:

 let sequenceLook = SCNAction.sequence([lookDown, noLook, lookBack, jumpDone])
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然后我只是在 isJumping 上执行 if 来查看跳跃运动是否已完成。