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