Sprite kit 如何在特定命中后删除敌人?

Sprite kit 如何在特定命中后删除敌人?,sprite-kit,swift3,Sprite Kit,Swift3,我正在尝试在2次射击后删除一个敌人。这是我的开始 func didBegin(_ contact: SKPhysicsContact) { var body1:SKPhysicsBody var body2:SKPhysicsBody if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask { body1 = contact.bodyA body2 = co

我正在尝试在2次射击后删除一个敌人。这是我的开始

func didBegin(_ contact: SKPhysicsContact) {

    var body1:SKPhysicsBody
    var body2:SKPhysicsBody

    if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
        body1 = contact.bodyA
        body2 = contact.bodyB
    }else{
        body1 = contact.bodyB
        body2 = contact.bodyA
    }


    if body1.categoryBitMask == PhysicsCatagory.Bullet && body2.categoryBitMask == PhysicsCatagory.Enemy{
        //if the bullet has hit the enemy
        if body2.node != nil {
            spawnSplatter(spawnPosition: body2.node!.position)
            body1.node?.removeFromParent()
            body2.node?.removeFromParent()
        }
func didbeagin(uu联系人:skphysiccontact){
变量body1:SKPhysicsBody
变量body2:SKPhysicsBody
如果contact.bodyA.categoryBitMask

这会在被击中一次后删除一个敌人,有人能告诉我如何在两次击中后删除一个敌人吗?

通常,尝试将节点删除到
didbeagin(\ucontact:
这不是一个好主意,因为在第一次接触后,可能会有多个节点与变为零,这可能会导致崩溃

var bulletCounter : Int = 0
var nodesToRemove = [SKNode]()

func didBegin(_ contact: SKPhysicsContact) {
    var body1:SKPhysicsBody
    var body2:SKPhysicsBody
    if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
        body1 = contact.bodyA
        body2 = contact.bodyB
    }else{
        body1 = contact.bodyB
        body2 = contact.bodyA
    }
    if body1.categoryBitMask == PhysicsCatagory.Bullet && body2.categoryBitMask == PhysicsCatagory.Enemy{
        //if the bullet has hit the enemy
        bulletCounter += 1
        nodesToRemove.append(body1.node!) // remove always the bullet
        switch bulletCounter {
        case 2: 
           nodesToRemove.append(body2.node!) // remove enemy
           bulletCounter = 0
        default:break 
        }
    }
}
override func didFinishUpdate()
{
    nodesToRemove.forEach(){$0.removeFromParent()}
    nodesToRemove = [SKNode]()
}
在游戏中获取/分配您的价值:

if let bulletCounter = self.userData?.object(forKey: "bulletCounter") {
   var counter = bulletCounter as! Int
   counter += 1
   self.userData?.setObject(counter, forKey: "bulletCounter" as NSCopying)
}

除了Alessandro所说的,这是可行的,你可以将一个SKSpriteNode子类化,并向它添加一些属性,称为能量或hp…也可以这样做。。。
if let bulletCounter = self.userData?.object(forKey: "bulletCounter") {
   var counter = bulletCounter as! Int
   counter += 1
   self.userData?.setObject(counter, forKey: "bulletCounter" as NSCopying)
}