我一直试图制作一个永远运行的SKAction,我可以随时停止.我这样做了:
- override func didMove(to view: SKView) {
- run(SKAction.repeatForever (
- SKAction.sequence ([
- SKAction.run(drawFrame),SKAction.wait(forDuration: 0.01),])),withKey: "frameDrawing"
- )
- }
然后在drawFrame函数中我像这样停止SKAction:
- func drawFrame() {
- //(code)
- if stop {
- removeAction(forKey: "frameDrawing")
- }
- }
出于某种原因,SKAction仅在停止变为真后运行3或4次后停止.我希望它在stop设置为true时立即停止,而不是在重复3或4次后立即停止.
如果有人知道如何解决这个问题,请告诉我,因为我尝试了很多东西,他们从来没有解决过这个问题.谢谢!
编辑:这是我的代码:
- var drawingFrame = SKAction()
- class GameScene: SKScene,SKPhysicsContactDelegate {
- override func didMove(to view: SKView) {
- drawingFrame = SKAction.repeatForever (
- SKAction.sequence ([
- SKAction.run(drawFrame),SKAction.wait(forDuration: 0.03),]))
- run(drawingFrame)
- }
- func drawFrame() {
- //(code)
- if stop {
- drawingFrame.speed = 0.0
- }
- }
如果您想知道为什么我在开始时将SKAction drawingFrame设置为空SKAction,那是因为我需要在两个函数之前定义SKAction.否则,两个函数都没有定义.
编辑任何有相同问题的人:我已经使用自己的想法和@ appzYourLife的解决方案解决了问题.每次都有效的最有效方法是只在stop等于false时才运行代码.但是,请确保停止程序的if语句超出该括号,以便SKAction最终停止.这是工作代码:
- var drawingFrame = SKAction()
- class GameScene: SKScene,]))
- run(drawingFrame)
- }
- func drawFrame() {
- if stop = false {
- //(code)
- }
- if stop {
- removeAllActions()
- }
- }
如果您愿意,可以对stop = false语句使用if else语句.
我没有确切的解释为什么drawFrame()目前被多次调用(但我会尝试发现:D)……无论如何,试试这段代码:
- import SpriteKit
- class GameScene: SKScene,SKPhysicsContactDelegate {
- var stop = false
- override func didMove(to view: SKView) {
- run(SKAction.repeatForever (
- SKAction.sequence ([
- SKAction.run({[unowned self] in
- if self.stop {
- self.action(forKey: "frameDrawing")?.speed = 0.0
- }else{
- self.drawFrame()
- }
- }),SKAction.wait(forDuration:0.03),withKey: "frameDrawing"
- )
- }
- func drawFrame() {
- //(code)
- print("drawFrame")
- }
- override func touchesBegan(_ touches: Set<UITouch>,with event: UIEvent?) {
- super.touchesBegan(touches,with: event)
- stop = !stop
- print(stop ? "stopped": "running")
- if !stop {
- self.action(forKey: "frameDrawing")?.speed = 1.0
- }
- }
- }
使用touchesBegan切换暂停模式.