SpriteKit:如何识别用户来自的先前场景?

Jos*_*llo 2 sprite-kit swift3

我有一个GameOver场景,带有一个指向“设置”场景的按钮。(下面显示的代码)我想在MainMenu场景上添加一个按钮以执行相同的操作,将用户转到“设置”场景,但是我只想在“设置”场景上使用一个“返回”按钮。我假设这可以通过IF语句完成。如果用户来自A场景,则移至B;否则,如果用户来自X场景,则移至Y场景。

如何在SpriteKit中分辨出用户来自哪个场景?

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {

    for touch: AnyObject in touches {

        let pointOfTouch = touch.location(in: self)

        let nodeUserTapped = atPoint(pointOfTouch)

        if nodeUserTapped.name == "BackButton" {

            let sceneToMoveTo = SKScene(fileNamed: "GameOverScene")
            let gameTransition = SKTransition.fade(withDuration: 0.5)
            self.view!.presentScene(sceneToMoveTo!, transition: gameTransition)

        }

    }

}
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Ale*_*ano 5

在这种情况下,您可以采用各种解决方案来实现您想要的。我只想向您展示两个示例,一种快速,简单的方法和一种更自定义的方法。


1: -您可以使用userData下一个场景的instance属性存储当前场景,例如:

sceneToMoveTo.userData = NSMutableDictionary()
sceneToMoveTo.userData?.setObject("MenuScene", forKey: "previousScene" as NSCopying)
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当您在下一个场景中时,您可以向这个场景询问NSMutableDictionary谁是上一个场景:

guard let previousValue = self.userData?.value(forKey: "previousScene") else { return }
switch previousValue as! String {
case "MenuScene":
   //do whatever you want if the previous scene was MenuScene
default:
   break
}
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2: -您可以构建一个枚举,其中包含要移动的场景的列表。

之后,每个场景都包含一个简单的var来存储前一个场景:默认值为,.None但是在调用新场景时应将其填充。当您到达SettingsScene并按下后退按钮时,您可以询问这个previousScenevar是谁的前一个场景,并通过switch语句决定去哪里。

// GAMEOVER SCENE
import SpriteKit
enum Scenes : Int {
    case MainMenu = 0
    case Settings = 1
    case GameOver = 2
    case None = 3
}
class GameOver: SKScene {
    var previousScene:Scenes = .None
    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        for touch: AnyObject in touches {
            let pointOfTouch = touch.location(in: self)
            let nodeUserTapped = atPoint(pointOfTouch)
            if nodeUserTapped.name == "settingsBtn" {
                if let sceneToMoveTo = SKScene(fileNamed: "SettingsScene") {
                    let gameTransition = SKTransition.fade(withDuration: 0.5)
                    (sceneToMoveTo as! SettingsScene).previousScene = .GameOver
                    self.view?.presentScene(sceneToMoveTo, transition: gameTransition)
                }   
            }     
        }
    }
}
// SETTINGS SCENE
import SpriteKit
class SettingsScene: SKScene {
    var previousScene:Scenes = .None
    override func didMove(to view: SKView) {
        print("Current scene loaded: \(type(of:self))")
        print("Previous scene was: \(previousScene)")
        let label = SKLabelNode.init(text: "BackButton")
        addChild(label)
        label.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
        label.name = "backBtn"
    }
    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        for touch: AnyObject in touches {
            let pointOfTouch = touch.location(in: self)
            let nodeUserTapped = atPoint(pointOfTouch)
            if nodeUserTapped.name == "backBtn" {
                switch previousScene {
                case .MainMenu: // go back to menu
                    if let sceneToMoveTo = SKScene(fileNamed: "MenuScene") {
                        let gameTransition = SKTransition.fade(withDuration: 0.5)
                        (sceneToMoveTo as! MenuScene).previousScene = .Settings
                        self.view?.presentScene(sceneToMoveTo, transition: gameTransition)
                    }
                    break
                case .GameOver: // re-launch a new game
                    print("The game was ended")
                    if let sceneToMoveTo = SKScene(fileNamed: "GameScene") {
                        let gameTransition = SKTransition.fade(withDuration: 0.5)
                        (sceneToMoveTo as! GameScene).previousScene = .Settings
                        self.view?.presentScene(sceneToMoveTo, transition: gameTransition)
                    }
                default:
                    break
                }
            }

        }
    }
}
//MENU SCENE
import SpriteKit
class MenuScene: SKScene {
    var previousScene:Scenes = .None
    override func didMove(to view: SKView) {
        print("Current scene loaded: \(type(of:self))")
        print("Previous scene was: \(previousScene)")
    }
}
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