Ios 如何让SKLabelNode在执行操作后运行waitForDuration SKAction进行更新?

Ios 如何让SKLabelNode在执行操作后运行waitForDuration SKAction进行更新?,ios,sprite-kit,skaction,sklabelnode,Ios,Sprite Kit,Skaction,Sklabelnode,我正在尝试使用一个颜色控制盘,将SKLabelNode更新为旋转控制盘后选择的颜色。当用户单击控制盘时,SKLabelNode正在更新,我尝试在两个不同的位置放置SKAction waitForDuration,但没有任何东西能让SKLabelNode等到控制盘旋转完成后再进行更新 #import "MyScene.h" @interface MyScene () @property (strong, nonatomic) SKSpriteNode *wheel; @property (st

我正在尝试使用一个颜色控制盘,将SKLabelNode更新为旋转控制盘后选择的颜色。当用户单击控制盘时,SKLabelNode正在更新,我尝试在两个不同的位置放置SKAction waitForDuration,但没有任何东西能让SKLabelNode等到控制盘旋转完成后再进行更新

#import "MyScene.h"

@interface MyScene ()

@property (strong, nonatomic) SKSpriteNode *wheel;
@property (strong, nonatomic) SKLabelNode *colorSelected;
@property (strong, nonatomic) SKLabelNode *colorIndicator;

@end

@implementation MyScene
{
BOOL *_wheelSpun;
NSMutableArray *_colorNumberArray;
NSMutableArray *_durationNumberArray;
int randomSpinNumber;
}

-(id)initWithSize:(CGSize)size {    
if (self = [super initWithSize:size]) {
    /* Setup your scene here */

    _wheel = [SKSpriteNode spriteNodeWithImageNamed:@"colorWheel"];
    _wheel.position = CGPointMake(self.size.width/2, self.size.height/2 + 70);
    _wheel.xScale = .5;
    _wheel.yScale = .5;
    _wheel.name = @"wheel";

    [self addChild:_wheel];

    _colorSelected = [SKLabelNode labelNodeWithFontNamed:@"Apple Chancery"];
    _colorSelected.text = @"Click the wheel to spin the colors!";
    _colorSelected.position = CGPointMake(self.size.width/2, self.size.height/2 - 60);
    _colorSelected.fontColor = [SKColor whiteColor];
    _colorSelected.fontSize = 16;

    [self addChild:_colorSelected];

    _colorIndicator = [SKLabelNode labelNodeWithFontNamed:@"Apple Color Emoji"];
    _colorIndicator.text = @"⬇";
    _colorIndicator.position = CGPointMake(self.size.width/2, self.size.height/2 + 175);
    _colorIndicator.fontSize = 16;

    [self addChild:_colorIndicator];

    _wheelSpun = NO;

    randomSpinNumber = arc4random()%4;
    NSLog(@"%i spun", randomSpinNumber);
}
return self;
}

-(void)colorTextUpdate
{
SKAction *wait = [SKAction waitForDuration:5.2];
[self runAction:wait];

if (randomSpinNumber == 0) {
    _colorSelected.text = @"Blue Color Spun";
}

if (randomSpinNumber == 1) {
    _colorSelected.text = @"Orange Color Spun";
}

if (randomSpinNumber == 2) {
    _colorSelected.text = @"Yellow Color Spun";
}

if (randomSpinNumber == 3) {
    SKAction *wait = [SKAction waitForDuration:5.1];
    [self.colorSelected runAction:wait];
    _colorSelected.text = @"Red Color Spun";
}
}

-(void)wheelSpin
{

_wheelSpun = YES;

if (randomSpinNumber == 0)
{
    SKAction *rotateWheel1 = [SKAction rotateByAngle:350 duration:5];
    [self.wheel runAction:rotateWheel1];
    [self colorTextUpdate];
}

if (randomSpinNumber == 1) {
    SKAction *rotateWheel2 = [SKAction rotateByAngle:204 duration:5];
    [self.wheel runAction:rotateWheel2];
    [self colorTextUpdate];
}

if (randomSpinNumber == 2) {
    SKAction *rotateWheel3 = [SKAction rotateByAngle:108 duration:5];
    [self.wheel runAction:rotateWheel3];
    [self colorTextUpdate];
}

if (randomSpinNumber == 3) {
    SKAction *rotateWheel4 = [SKAction rotateByAngle:420 duration:5];
    [self.wheel runAction:rotateWheel4];
    [self colorTextUpdate];
}
}

-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */

UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self];

SKNode *node = [self nodeAtPoint:touchLocation];
if ([node.name isEqualToString:@"wheel"]  && !_wheelSpun) {
    [self wheelSpin];

}
}

@end

您似乎同时调用了旋转操作和颜色更改-仅仅因为这两行代码是一行接一行地放置和执行的,并不意味着第二行代码将等待第一行代码完成

尝试更新完成块中的颜色-这将确保在旋转完成后调用它:

[self.wheel runAction:rotateWheel1 completion:^{
    [self colorTextUpdate];
}];
这也使得
SKLabelNode
上的等待操作变得多余-您可以将其删除