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我的目标:添加一个到成果二等量变量,然后更新文本,使其显示在所谓的“AmountLabel”更新SKLabel文本通过SKNode子
所以我有一个子类的SKLabelNode SKNode收容所我SKSpriteNode,显示成就的标志和成果,并解锁成就所需要的量的称号SKLabelNodes,如下图所示:
class Achievements: SKNode {
var achievementLabel = SKLabelNode()
var achievementTitleLabel = SKLabelNode()
var achievementNode = SKSpriteNode()
var amount = 0
var neededAmount = 0
var Image: String = "locked" {
didSet {
var texture = SKTexture(imageNamed: Image)
}
}
func createAchievement() {
let tex:SKTexture = SKTexture(imageNamed: Image)
achievementNode = SKSpriteNode(texture: tex, color: SKColor.black, size: CGSize(width: 75, height: 75)) //frame.maxX/20, height: frame.maxY/20))
achievementNode.zPosition = -10
achievementNode.name = "AchievementNode"
amount = 0
neededAmount = 10
self.addChild(achievementNode)
self.zPosition = -11
Achievements3.append(achievementNode)
createAchievementLabels()
}
func createAchievementLabels() {
achievementTitleLabel = SKLabelNode(fontNamed: "Avenir-Black")
achievementTitleLabel.fontColor = UIColor.black;
achievementTitleLabel.fontSize = 13 //self.frame.maxY/30
achievementTitleLabel.position = CGPoint (x: 0, y: 45)
achievementTitleLabel.text = "COLLECTOR"
achievementTitleLabel.zPosition = -9
addChild(achievementTitleLabel)
achievementTitleLabel.name = "AchievementTitleLabel"
achievementLabel = SKLabelNode(fontNamed: "Avenir-Black")
achievementLabel.fontColor = UIColor.black;
achievementLabel.fontSize = 13 //self.frame.maxY/30
achievementLabel.position = CGPoint (x: 0, y: -50)
achievementLabel.text = ("\(amount)/\(neededAmount)")
achievementLabel.zPosition = -9
addChild(achievementLabel)
achievementLabel.name = "AmountLabel"
AchievementLabels.append(achievementLabel)
}
func UpdateText() {
achievementLabel.text = ("\(amount)/\(neededAmount)")
}
}
他们在被称为另一个类,然后加入AchievementMenu像这样:
在AchievementMenu类,我试图通过节点树枚举能够更新标签添加一个到其量变量,然后另一个函数for 0...12 {
let Achievement = Achievements()
Achievement.createAchievement()
Achievement.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
Achievement.zPosition = 100
moveableArea.addChild(Achievement)
}
然后更新它的文本,像这样:
func addOneToAchievementAndUpdateText() {
moveableArea.enumerateChildNodes(withName: "SKNode") {
node, stop in
let LabelAmount:Achievements = node as! Achievements
node.enumerateChildNodes(withName: "AmountLabel") {
node, stop in
LabelAmount.amount += 1
LabelAmount.UpdateText()
}
}
}
,但每次我尝试投出变量作为实际上课的时候它给了我一个错误:
Could not cast value of type 'SKLabelNode' (0x10e5edb08) to 'Astrum.Achievements' (0x10c899438).
如何添加一个到量变量,然后更新文本,使其显示新的金额在scre上恩?
这会达到我想要添加到量变量和更新文本? – Astrum
在获得成就的确切时刻,您也可以启动achievement.UpdateText()并访问量var –
因此,我只是在let语句之后和作为类的投射之后访问它。 – Astrum