问题
I've a SpriteKit action file with some actions inside.
To use one action, I use:
let action = SKAction(named: "Shake")
Instead is possible to use directly the name inside MyActions.sks file? Something like:
let actions = SKScene(fileNamed: "MyActions.sks")`
let shakeAction = actions.listOfAction.Shake //this is my guess
If I print the scene file:
let actions = SKScene(fileNamed: "MyActions.sks")
print(actions)
the output is:
Optional({
"_info" = {
"_previewScenePath" = "PippiPompiere/GameScene.sks";
};
actions = {
PlayerIdle1 = "<SKGroup: 0x79e60ec0>";
PlayerMoveToHouse0 = "<SKGroup: 0x7b1ea010>";
PlayerMoveToHouse1 = "<SKGroup: 0x7b052cd0>";
PlayerMoveToHouse2 = "<SKGroup: 0x7b1ebbd0>";
Rotate360 = "<SKGroup: 0x79e61710>";
Shake = "<SKGroup: 0x79e60a10>";
SunShake = "<SKGroup: 0x7b1e8620>";
WaterJet = "<SKGroup: 0x7b1e8ce0>";
};
})
(lldb)
is possible to have actions like an array?
thanks
回答1:
AFAIK, you can get the actions dictionary from the .sks
file. Here, I have a MyCustomActions.sks
file with an action Pulse.
guard
let node = SKNode(fileNamed: "MyCustomActions"),
let actions = node.value(forKey: "actions") as? [String:SKAction],
let pulse = actions["Pulse"]
else { return }
print(pulse.duration) // 0.6 seconds
From here, you can implement your own struct
from the actions
dictionary.
To get all the name of actions,
let actionNames = actions.map { $0.key } // ["Pulse"]
回答2:
The easiest way is to create an actions file (from the XCode template chooser or using the 'createAction -> NewFile' option in your GameScene.sks file).
The name of the action file does not matter; any action you create in such a file is available through SKAction(named:)
if let shake = SKAction(named: "Shake") {
myNode.run(shake)
}
来源:https://stackoverflow.com/questions/37353120/how-to-get-all-actions-name-on-xcode-action-editor-in-sks-file-spritekit-action