我有一个ControlComponent来处理我的SCNNode的移动.逻辑应该像这样……
>设置queuedDirection属性.
>如果isMoving标志为false,则调用move()方法
>使用GKGridGraph评估下一步行动
3.1如果实体可以使用direction属性移动到GKGridGraphNode,则nextNode = nodeInDirection(direction)
3.2如果实体可以使用queuedDirection属性nextNode = nodeInDirection(queuedDirection)移动到GKGridGraphNode
3.3如果实体无法移动到具有任一方向的节点,请将isMoving标志设置为false并返回.
>创建moveto动作
>创建一个调用move()方法的runBlock
>将moveto和runBlock操作作为序列应用于SCNNode
我已经粘贴在下面的全班中.但我会解释我先遇到的问题.上述逻辑有效,但只是间歇性的.有时动画停止工作几乎immediatley,有时它运行长达一分钟.但在某些时候,由于某种原因,它只是停止工作 – setDirection()将触发,move()将触发,SCNNode将在指定方向上移动一次空间,然后move()方法停止被调用.
我并不是100%确信我当前的方法是正确的,所以我很高兴听到是否有更惯用的SceneKit / GameplayKit方法来做到这一点.
这是完整的类,但我认为重要的是setDirection()和move()方法.
import GameplayKit import SceneKit enum BRDirection { case Up,Down,Left,Right,None } class ControlComponent: GKComponent { var level: BRLevel! var direction: BRDirection = .None var queuedDirection: BRDirection? var isMoving: Bool = false var speed: NSTimeInterval = 0.5 //---------------------------------------------------------------------------------------- init(level: BRLevel) { self.level = level super.init() } //---------------------------------------------------------------------------------------- func setDirection( nextDirection: BRDirection) { self.queuedDirection = nextDirection; if !self.isMoving { self.move() } } //---------------------------------------------------------------------------------------- func move() { let spriteNode: SCNNode = (self.entity?.componentForClass(NodeComponent.self)!.node)! var nextNode = nodeInDirection( direction ) if let _ = self.queuedDirection { let attemptednextNode = nodeInDirection(self.queuedDirection! ) if let _ = attemptednextNode { nextNode = attemptednextNode self.direction = self.queuedDirection! self.queuedDirection = nil } } // Bail if we don't have a valid next node guard let _ = nextNode else { self.direction = .None self.queuedDirection = nil self.isMoving = false return } // Set flag self.isMoving = true; // convert graphNode coordinates to Scene coordinates let xPos: Float = Float(nextNode!.gridPosition.x) + 0.5 let zPos: Float = Float(nextNode!.gridPosition.y) + 0.5 let nextPosition: SCNVector3 = SCNVector3Make(xPos,zPos) // Configure actions let moveto = SCNAction.moveto(nextPosition,duration: speed) let repeatAction = SCNAction.runBlock( { _ in self.move() } ) let sequence = SCNAction.sequence([ moveto,repeatAction ]) spriteNode.runAction( sequence ) } //---------------------------------------------------------------------------------------- func getCurrentGridGraphNode() -> GKGridGraphNode { // Acces the node in the scene and gett he grid positions let spriteNode: SCNNode = (self.entity?.componentForClass(NodeComponent.self)!.node)! // Account for visual offset let currentGridPosition: vector_int2 = vector_int2( Int32( floor(spriteNode.position.x) ),Int32( floor(spriteNode.position.z) ) ) // return unwrapped node return level.gridGraph.nodeAtGridPosition(currentGridPosition)! } //---------------------------------------------------------------------------------------- func nodeInDirection( nextDirection:BRDirection? ) -> GKGridGraphNode? { guard let _ = nextDirection else { return nil } let currentGridGraphNode = self.getCurrentGridGraphNode() return self.nodeInDirection(nextDirection!,fromNode: currentGridGraphNode) } //---------------------------------------------------------------------------------------- func nodeInDirection( nextDirection:BRDirection?,fromNode node:GKGridGraphNode ) -> GKGridGraphNode? { guard let _ = nextDirection else { return nil } var nextPosition: vector_int2? switch (nextDirection!) { case .Left: nextPosition = vector_int2(node.gridPosition.x + 1,node.gridPosition.y) break case .Right: nextPosition = vector_int2(node.gridPosition.x - 1,node.gridPosition.y) break case .Down: nextPosition = vector_int2(node.gridPosition.x,node.gridPosition.y - 1) break case .Up: nextPosition = vector_int2(node.gridPosition.x,node.gridPosition.y + 1) break; case .None: return nil } return level.gridGraph.nodeAtGridPosition(nextPosition!) } }
解决方法
>我的组合试图做太多
>我没有使用updateWithDeltaTime方法.
这就是使用GameplayKit的实体组件结构来构建代码和行为的方式.我会试着告诉所有价格最后是如何组合在一起的.
结点组件
该组件负责管理代表我的游戏角色的实际SCNNode.我已经移动了代码,用于将角色设置为ControlComponent并进入此组件.
class NodeComponent: GKComponent { let node: SCNNode let animationSpeed:NSTimeInterval = 0.25 var nextGridPosition: vector_int2 { didSet { makeNextMove(nextGridPosition,oldPosition: oldValue) } } init(node:SCNNode,startPosition: vector_int2){ self.node = node self.nextGridPosition = startPosition } func makeNextMove(newPosition: vector_int2,oldPosition: vector_int2) { if ( newPosition.x != oldPosition.x || newPosition.y != oldPosition.y ){ let xPos: Float = Float(newPosition.x) let zPos: Float = Float(newPosition.y) let nextPosition: SCNVector3 = SCNVector3Make(xPos,zPos) let moveto = SCNAction.moveto(nextPosition,duration: self.animationSpeed) let updateEntity = SCNAction.runBlock( { _ in (self.entity as! PlayerEntity).gridPosition = newPosition }) self.node.runAction(SCNAction.sequence([moveto,updateEntity]),forKey: "move") } } }
请注意,每次设置组件gridPosition属性时,都会调用makeNextMove方法.
控制组件
我最初的例子是试图做太多.现在,这个组件的唯一责任是为它的实体的NodeComponent评估下一个gridPosition.请注意,由于updateWithDeltaTime,它将像调用该方法一样经常评估下一个移动.
class ControlComponent: GKComponent { var level: BRLevel! var direction: BRDirection = .None var queuedDirection: BRDirection? init(level: BRLevel) { self.level = level super.init() } override func updateWithDeltaTime(seconds: NSTimeInterval) { self.evaluateNextPosition() } func setDirection( nextDirection: BRDirection) { self.queuedDirection = nextDirection } func evaluateNextPosition() { var nextNode = self.nodeInDirection(self.direction) if let _ = self.queuedDirection { let nextPosition = self.entity?.componentForClass(NodeComponent.self)?.nextGridPosition let targetPosition = (self.entity! as! PlayerEntity).gridPosition let attemptednextNode = self.nodeInDirection(self.queuedDirection) if (nextPosition!.x == targetPosition.x && nextPosition!.y == targetPosition.y){ if let _ = attemptednextNode { nextNode = attemptednextNode self.direction = self.queuedDirection! self.queuedDirection = nil } } } // Bail if we don't have a valid next node guard let _ = nextNode else { self.direction = .None return } self.entity!.componentForClass(NodeComponent.self)?.nextGridPosition = nextNode!.gridPosition } func getCurrentGridGraphNode() -> GKGridGraphNode { // Access grid position let currentGridPosition = (self.entity as! PlayerEntity).gridPosition // return unwrapped node return level.gridGraph.nodeAtGridPosition(currentGridPosition)! } func nodeInDirection( nextDirection:BRDirection? ) -> GKGridGraphNode? { guard let _ = nextDirection else { return nil } let currentGridGraphNode = self.getCurrentGridGraphNode() return self.nodeInDirection(nextDirection!,fromNode: currentGridGraphNode) } func nodeInDirection( nextDirection:BRDirection?,fromNode node:GKGridGraphNode? ) -> GKGridGraphNode? { guard let _ = nextDirection else { return nil } guard let _ = node else { return nil } var nextPosition: vector_int2? switch (nextDirection!) { case .Left: nextPosition = vector_int2(node!.gridPosition.x + 1,node!.gridPosition.y) break case .Right: nextPosition = vector_int2(node!.gridPosition.x - 1,node!.gridPosition.y) break case .Down: nextPosition = vector_int2(node!.gridPosition.x,node!.gridPosition.y - 1) break case .Up: nextPosition = vector_int2(node!.gridPosition.x,node!.gridPosition.y + 1) break; case .None: return nil } return level.gridGraph.nodeAtGridPosition(nextPosition!) } }
GameViewController
这里是一切都在一起的地方.课堂上有很多内容,所以我只发布相关内容.
class GameViewController: UIViewController,SCNSceneRendererDelegate { var entityManager: BREntityManager? var prevIoUsUpdateTime: NSTimeInterval?; var playerEntity: GKEntity? override func viewDidLoad() { super.viewDidLoad() // create a new scene let scene = SCNScene(named: "art.scnassets/game.scn")! // retrieve the SCNView let scnView = self.view as! SCNView // set the scene to the view scnView.scene = scene // show statistics such as fps and timing information scnView.showsstatistics = true scnView.delegate = self entityManager = BREntityManager(level: level!) createPlayer() configureSwipeGestures() scnView.playing = true } func createPlayer() { guard let playerNode = level!.scene.rootNode.childNodeWithName("player",recursively: true) else { fatalError("No player node in scene") } // convert scene coords to grid coords let scenePos = playerNode.position; let startingGridPosition = vector_int2( Int32( floor(scenePos.x) ),Int32( floor(scenePos.z) ) ) self.playerEntity = PlayerEntity(gridPos: startingGridPosition) let nodeComp = NodeComponent(node: playerNode,startPosition: startingGridPosition) let controlComp = ControlComponent(level: level!) playerEntity!.addComponent(nodeComp) playerEntity!.addComponent(controlComp) entityManager!.add(playerEntity!) } func configureSwipeGestures() { let directions: [UISwipeGestureRecognizerDirection] = [.Right,.Left,.Up,.Down] for direction in directions { let gesture = UISwipeGestureRecognizer(target: self,action: Selector("handleSwipe:")) gesture.direction = direction self.view.addGestureRecognizer(gesture) } } func handleSwipe( gesture: UISwipeGestureRecognizer ) { let controlComp = playerEntity!.componentForClass(ControlComponent.self)! switch gesture.direction { case UISwipeGestureRecognizerDirection.Up: controlComp.setDirection(BRDirection.Up) break case UISwipeGestureRecognizerDirection.Down: controlComp.setDirection(BRDirection.Down) break case UISwipeGestureRecognizerDirection.Left: controlComp.setDirection(BRDirection.Left) break case UISwipeGestureRecognizerDirection.Right: controlComp.setDirection(BRDirection.Right) break default: break } } // MARK: SCNSceneRendererDelegate func renderer(renderer: SCNSceneRenderer,updateAtTime time: NSTimeInterval) { let delta: NSTimeInterval if let _ = self.prevIoUsUpdateTime { delta = time - self.prevIoUsUpdateTime! }else{ delta = 0.0 } self.prevIoUsUpdateTime = time self.entityManager!.update(withDelaTime: delta) } }
实体经理
我在Ray Wenderlich tutorial之后提到了这个提示.从本质上讲,它是一个保存所有实体和组件的桶,以简化管理和更新它们的工作.我非常推荐给该教程一个更好的理解.
class BREntityManager { var entities = Set<GKEntity>() var toRemove = Set<GKEntity>() let level: BRLevel //---------------------------------------------------------------------------------- lazy var componentSystems: [GKComponentSystem] = { return [ GKComponentSystem(componentClass: ControlComponent.self),GKComponentSystem(componentClass: NodeComponent.self) ] }() //---------------------------------------------------------------------------------- init(level:BRLevel) { self.level = level } //---------------------------------------------------------------------------------- func add(entity: GKEntity){ if let node:SCNNode = entity.componentForClass(NodeComponent.self)!.node { if !level.scene.rootNode.childNodes.contains(node){ level.scene.rootNode.addChildNode(node) } } entities.insert(entity) for componentSystem in componentSystems { componentSystem.addComponentWithEntity(entity) } } //---------------------------------------------------------------------------------- func remove(entity: GKEntity) { if let _node = entity.componentForClass(NodeComponent.self)?.node { _node.removeFromParentNode() } entities.remove(entity) toRemove.insert(entity) } //---------------------------------------------------------------------------------- func update(withDelaTime deltaTime: NSTimeInterval) { // update components for componentSystem in componentSystems { componentSystem.updateWithDeltaTime(deltaTime) } // remove components for curRemove in toRemove { for componentSystem in componentSystems { componentSystem.removeComponentWithEntity(curRemove) } } toRemove.removeAll() } }
那么这一切如何融合在一起呢?
可以随时调用ControlComponent.setDirection()方法.
如果实体或组件实现updateWithDeltaTime方法,则应该每帧调用它.我花了一些时间来弄清楚如何用SceneKit做这个,因为大多数GameplayKit示例是为SpriteKit设置的,而SKScene有一个非常方便的updatet方法.
对于SceneKit,我们必须使GameVierwController成为SCNView的SCNSceneRendererDelegate.然后,使用rendererUpdateAtTime方法,我们可以在实体管理器上调用updateAtDeltaTime,该实体管理器处理每帧对所有实体和组件调用相同的方法.
注意您必须手动将播放属性设置为true才能使其生效.
现在我们转到实际的动画. ControlComponent使用direction属性评估NodeComponents下一个网格位置应该是每帧的(您可以忽略queuedDirection属性,它是一个实现细节).
这意味着每帧都会调用NodeComponents.makeNextMove()方法.每当newPosition和oldPosition不相同时,都会应用动画.每当动画结束时,节点的gridPosition都会更新.
现在,为什么我的动画我的SCNNode的初始方法不起作用,我不知道.但至少它迫使我更好地理解如何使用GameplayKit的实体/组件设计.
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