我一直在墙上撞击我的头几个小时。我正尝试使用CIFilter修改我的应用程序中的纹理,然后将该新纹理作为新SKTileDefinition的一部分在我的地图上重新着色。 函数波纹管发现玩家“拥有”的图块,并尝试通过将SKTileDefinition更改为coloredDefinition
来重新着色。以编程方式创建一个SKTileDefinition
func updateMapTileColoration(for players: Array<Player>){
for player in players {
for row in 0..<mainBoardMap!.numberOfRows {
for col in 0..<mainBoardMap!.numberOfColumns {
let rowReal = mainBoardMap!.numberOfRows - 1 - row
if player.crownLocations!.contains(CGPoint(x: row, y: col)) {
if let tile = mainBoardMap!.tileDefinition(atColumn: col, row: rowReal) {
let coloredDefinition = colorizeTile(tile: tile, into: player.color!)
print(coloredDefinition.name)
mainBoardMap!.tileSet.tileGroups[4].rules[0].tileDefinitions.append(coloredDefinition)
mainBoardMap!.setTileGroup(crownGroup!, andTileDefinition: crownGroup!.rules[0].tileDefinitions[1], forColumn: col, row: rowReal)
}
}
}
}
}
这里是actulaly应用CIFilter功能:colorizeTile
func colorizeTile(tile: SKTileDefinition, into color: UIColor) -> SKTileDefinition{
let texture = tile.textures[0]
let colorationFilter = CIFilter(name: "CIColorMonochrome")
colorationFilter!.setValue(CIImage(cgImage: texture.cgImage()), forKey: kCIInputImageKey)
colorationFilter!.setValue(CIColor(cgColor: color.cgColor), forKey: "inputColor")
colorationFilter!.setValue(0.25, forKey: "inputIntensity")
let coloredTexture = texture.applying(colorationFilter!)
let newDefinition = SKTileDefinition(texture: texture)
newDefinition.textures[0] = coloredTexture
newDefinition.name = "meow"
return newDefinition
}
我很想搞清楚为什么像我试图做我不能改变tileDefinition任何帮助。看起来直观上正确的是,能够定义一个新的TileDefinition并将其添加到tileGroup,然后将该tile组设置为特定的tile定义。但是,这导致瓷砖空白...
任何指针?