Swift 如何计算显示的精灵数量?

Swift 如何计算显示的精灵数量?,swift,sprite-kit,Swift,Sprite Kit,我正在创建一个游戏,我试图让它等到显示的某个精灵的数量等于0后再继续,我尝试这样做: NSLog("Number of asteroid 1 nodes: %d", self["Asteroid1Txt"].count) 但这会给出某个精灵的编号,即使它没有显示在屏幕上 有没有办法只在屏幕上显示某个精灵的编号?给精灵节点一个这样的名称: var mySprite = SkSpriteNode(imageNamed: "nameOfYourImage") mySprite.name = "spr

我正在创建一个游戏,我试图让它等到显示的某个精灵的数量等于0后再继续,我尝试这样做:

NSLog("Number of asteroid 1 nodes: %d", self["Asteroid1Txt"].count)
但这会给出某个精灵的编号,即使它没有显示在屏幕上


有没有办法只在屏幕上显示某个精灵的编号?给精灵节点一个这样的名称:

var mySprite = SkSpriteNode(imageNamed: "nameOfYourImage")
mySprite.name = "spriteToTrack"
var countSprites = 0
enumerateChildNodesWithName(""spriteToTrack""){node,_ in
     countSprites++
     /* If you want to manipulate this node or  remove it....but dont do it in this loop! 
     let tmpNode = node as! SKSpriteNode // Must be the same as mySprite
     */
}

println("I have \(countSprites ) sprites with name spriteToTrack")
然后枚举名为“spriteToTrack”的整个精灵,如下所示:

var mySprite = SkSpriteNode(imageNamed: "nameOfYourImage")
mySprite.name = "spriteToTrack"
var countSprites = 0
enumerateChildNodesWithName(""spriteToTrack""){node,_ in
     countSprites++
     /* If you want to manipulate this node or  remove it....but dont do it in this loop! 
     let tmpNode = node as! SKSpriteNode // Must be the same as mySprite
     */
}

println("I have \(countSprites ) sprites with name spriteToTrack")