我如何在 StartButton 类中编写一个 touchesBegun 命令,它在场景中调用 start() 任何实例本身?
我知道......可能是 OOP 101。但今天我远远超出了我的范围。
gia hạn:
这是我目前(部分)解决问题的方法。感觉不对,但有点用。没有我想要的那么多:
override func touchesBegan(_ touches: Set, with event: UIEvent?) {
SoundManager.playSceneStartSound()
run(ready)
if CEO.startButtonIsActive{
print("We're STARTING NOW...")
if let menuScene = self.scene as? Menu_Memory {
menuScene.startTheGame()
}
khác
if let menuScene = self.scene as? Menu_Chaser {
menuScene.startTheGame()
}
khác
if let menuScene = self.scene as? Menu_Picker {
menuScene.startTheGame()
}
khác
if let menuScene = self.scene as? Menu_Q_AndA {
menuScene.startTheGame()
}
khác
{print("Houston, we have a problem... no gameScene")}
}
khác
{
print("You still have some preparation to do, amigo!")
}
}
或者,传递类类型的能力也会有所帮助。这几乎是一个单独的问题,但事实上我认为它们可能非常密切相关。
无论如何:在按钮中,尝试创建对类类型的引用,我尝试了很多变体,但没有成功。
我的一些可笑的尝试,都失败了:
Menu_Memory 是一个 SKScene
var menuClass01: Menu_Memory.self
var menuClass02: AnyClass = Menu_Memory.self
var menuClass03: AnyClass = Menu_Memory(self)
var menuClass04: AnyClass as! Menu_Memory.self
var menuClass05: AnyClass as! Menu_Memory(self)
gia hạn现在我知道你在做什么了。应该是不言自明的。如果不是,请对我大喊大叫:
public extension SKScene {
func startGame() { // Because startTheGame is a terriblename..
// Override in your subclasses of SKScene if desired.
}
}
enum Menu { // Used as namespace for chaser and menu classes
final class Chaser: SKScene {
override func startGame() {
print("chaser started")
}
}
final class Memory: SKScene {
override func startGame() {
print("memory started")
}
}
}
.
final class Button: SKNode {
override func touchesBegan(_ touches: Set, with event: UIEvent?) {
scene!.startGame() // No need for guard / if-let,
// because how can you click the node if its scene is nil :)?
}
}
Tôi là một lập trình viên xuất sắc, rất giỏi!