不久前,Apple將GameplayKit元素引入了Xcode的場景編輯器,這非常棒。但是,我似乎有問題與導航圖形元素: GameplayKit>場景編輯器導航圖>如何使用它進行尋路?
我試圖實現是從場景編輯器繪製GKGraph,在代碼檢索它,並把它作爲尋路的魅力。
所以我先畫一個GKGraph:
然後我找回它在GameScene.swift這樣的:
graph = self.graphs.values.first
其中圖是蘋果預定義的陣列存儲場景編輯器中的GKGraphs。到現在爲止還挺好。
然後我想讓玩家在屏幕上找到水龍頭位置的路徑。對於這一點,我用UITapGestureRecognizer有以下回調方法:
var moving = false
func moveToLocation(recognizer: UITapGestureRecognizer) {
var tapLocation = recognizer.location(in: recognizer.view!)
tapLocation = self.convertPoint(fromView: tapLocation)
guard (!moving) else { return }
moving = true
let startNode = GKGraphNode2D(point: vector_float2(Float(player.visualComponent.node.position.x), Float(player.visualComponent.node.position.y)))
let endNode = GKGraphNode2D(point: vector_float2(Float(tapLocation.x), Float(tapLocation.y)))
NSLog(graph.nodes.debugDescription)
graph.connectToLowestCostNode(node: startNode, bidirectional: true)
graph.connectToLowestCostNode(node: endNode, bidirectional: true)
NSLog(graph.nodes.debugDescription)
let path: [GKGraphNode] = graph.findPath(from: startNode, to: endNode)
guard path.count > 0 else { moving = false; return }
var actions = [SKAction]()
for node: GKGraphNode in path {
if let point2d = node as? GKGraphNode2D {
let point = CGPoint(x: CGFloat(point2d.position.x), y: CGFloat(point2d.position.y))
let action = SKAction.move(to: point, duration: 1.0)
actions.append(action)
}
}
graph.remove([startNode, endNode])
// Convert those actions into a sequence action, then run it on the player node.
let sequence = SKAction.sequence(actions)
player.visualComponent.node.run(sequence, completion: {() -> Void in
// When the action completes, allow the player to move again.
self.moving = false
})
}
使用這種方法,我得到的球員去抽頭位置。問題是,由GameplayKit返回的路徑只包括的StartNode和終端節點,這意味着玩家不走在預抽GKGraph可言而是直接走到終端節點。
注意:當我第一次運行NSLog(graph.nodes.debugDescription)它列出了所有10個預先繪製的節點。當我在graph.connectToLowestCostNode之後再次運行時,我得到了所有12個節點。所以我的圖似乎包含尋路所需的一切。
您認爲是什麼問題?爲什麼graph.findPath不使用預繪製的10個節點來定義路徑?你的答案將不勝感激。
如何在我的swift代碼中獲取該圖形對象? – Araf