你在正确的轨道上。在GameScene中添加状态机变量并初始化它的开始状态。
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var stateMachine: GKStateMachine!
override func didMove(to view: SKView) {
self.stateMachine = GKStateMachine(states: [
StartState(scene: self),
PlayingState(scene: self),
PausedState(scene: self),
GameOverState(scene: self)
])
self.stateMachine.enter(StartState.self)
}
override func update(_ currentTime: TimeInterval) {
self.stateMachine.update(deltaTime: currentTime)
}
}
,使他们接受GameScene作为输入参数,然后初始化状态。
import SpriteKit
import GameplayKit
class StartState: GKState {
var scene: GameScene!
init(scene: GameScene){
super.init()
self.scene = scene
}
override func isValidNextState(_ stateClass: Swift.AnyClass) -> Bool {
return stateClass == PlayingState.self
}
override func updateWithDeltaTime(seconds: TimeInterval) {
self.stateMachine?.enterState(PlayingState.self)
}
}
我发现[本文](https://medium.com/swift-programming/build-tic-tac-toe-with-ai-using-swift-25c5cd3085c9#.6hyeh3v9j)解释'GKStateMachine'对于将逻辑放入每个状态的细节都相当好。 –