我建议总是从我的gitHub项目中获取此代码的最新版本,因为我做了更改,因为这个答案,链接在底部.
import SpriteKit /// Scroll direction enum ScrollDirection { case vertical // cases start with small letters as I am following Swift 3 guildlines. case horizontal } class CustomScrollView: UIScrollView { // MARK: - Static Properties /// Touches allowed static var disabledTouches = false /// Scroll view private static var scrollView: UIScrollView! // MARK: - Properties /// Current scene private let currentScene: SKScene /// Moveable node private let moveableNode: SKNode /// Scroll direction private let scrollDirection: ScrollDirection /// Touched nodes private var nodesTouched = [AnyObject]() // MARK: - Init init(frame: CGRect,scene: SKScene,moveableNode: SKNode) { self.currentScene = scene self.moveableNode = moveableNode self.scrollDirection = scrollDirection super.init(frame: frame) CustomScrollView.scrollView = self self.frame = frame delegate = self indicatorStyle = .White scrollEnabled = true userInteractionEnabled = true //canCancelContentTouches = false //self.minimumZoomScale = 1 //self.maximumZoomScale = 3 if scrollDirection == .horizontal { let flip = CGAffineTransformMakeScale(-1,-1) transform = flip } } required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") } } // MARK: - Touches extension CustomScrollView { /// Began override func touchesBegan(touches: Set<UITouch>,withEvent event: UIEvent?) { for touch in touches { let location = touch.locationInNode(currentScene) guard !CustomScrollView.disabledTouches else { return } /// Call touches began in current scene currentScene.touchesBegan(touches,withEvent: event) /// Call touches began in all touched nodes in the current scene nodesTouched = currentScene.nodesAtPoint(location) for node in nodesTouched { node.touchesBegan(touches,withEvent: event) } } } /// Moved override func touchesMoved(touches: Set<UITouch>,withEvent event: UIEvent?) { for touch in touches { let location = touch.locationInNode(currentScene) guard !CustomScrollView.disabledTouches else { return } /// Call touches moved in current scene currentScene.touchesMoved(touches,withEvent: event) /// Call touches moved in all touched nodes in the current scene nodesTouched = currentScene.nodesAtPoint(location) for node in nodesTouched { node.touchesMoved(touches,withEvent: event) } } } /// Ended override func touchesEnded(touches: Set<UITouch>,withEvent event: UIEvent?) { for touch in touches { let location = touch.locationInNode(currentScene) guard !CustomScrollView.disabledTouches else { return } /// Call touches ended in current scene currentScene.touchesEnded(touches,withEvent: event) /// Call touches ended in all touched nodes in the current scene nodesTouched = currentScene.nodesAtPoint(location) for node in nodesTouched { node.touchesEnded(touches,withEvent: event) } } } /// Cancelled override func touchesCancelled(touches: Set<UITouch>?,withEvent event: UIEvent?) { for touch in touches! { let location = touch.locationInNode(currentScene) guard !CustomScrollView.disabledTouches else { return } /// Call touches cancelled in current scene currentScene.touchesCancelled(touches,withEvent: event) /// Call touches cancelled in all touched nodes in the current scene nodesTouched = currentScene.nodesAtPoint(location) for node in nodesTouched { node.touchesCancelled(touches,withEvent: event) } } } } // MARK: - Touch Controls extension CustomScrollView { /// Disable class func disable() { CustomScrollView.scrollView?.userInteractionEnabled = false CustomScrollView.disabledTouches = true } /// Enable class func enable() { CustomScrollView.scrollView?.userInteractionEnabled = true CustomScrollView.disabledTouches = false } } // MARK: - Delegates extension CustomScrollView: UIScrollViewDelegate { func scrollViewDidScroll(scrollView: UIScrollView) { if scrollDirection == .horizontal { moveableNode.position.x = scrollView.contentOffset.x } else { moveableNode.position.y = scrollView.contentOffset.y } } }
这将构成UIScrollView的子类并设置它的基本属性.它有自己的触摸方法,它被传递到相关的场景.
第2步:在您想要使用它的相关场景中,您可以创建滚动视图和可移动节点属性
weak var scrollView: CustomScrollView! let moveableNode = SKNode()
并将它们添加到didMoveToView中的场景中
scrollView = CustomScrollView(frame: CGRect(x: 0,y: 0,width: self.frame.size.width,height: self.frame.size.height),scene: self,moveableNode: moveableNode,scrollDirection: .vertical) scrollView.contentSize = CGSizeMake(self.frame.size.width,self.frame.size.height * 2) view?.addSubview(scrollView) addChild(moveableNode)
您在第1行中执行的操作是使用场景维度初始化滚动视图助手.您还传递场景以供参考,以及您在步骤2中创建的moveableNode.
第2行是设置scrollView的内容大小的地方,在这种情况下,它是屏幕高度的两倍.
label1.position.y = CGRectGetMidY(self.frame) - self.frame.size.height moveableNode.addChild(label1)
在此示例中,标签将位于scrollView的第2页上.这是您必须使用标签和定位的地方.
我建议如果滚动视图中有很多页面,并且有很多标签要执行以下操作.在滚动视图中为每个页面创建一个SKSpriteNode,并使每个页面都与屏幕大小相同.将它们称为page1Node,page2Node等.您可以将第二页上所需的所有标签添加到page2Node.这里的好处是你基本上可以像往常一样在page2Node中定位你所有的东西,而不仅仅是在scrollView中定位page2Node.
你也很幸运,因为垂直使用scrollView(你说你想要的)你不需要做任何翻转和反向定位.
我制作了一些类func,所以如果你需要禁用你的scrollView,你可以在scrollView上覆盖另一个菜单.
CustomScrollView.enable() CustomScrollView.disable()
最后不要忘记在转换到新场景之前从场景中删除滚动视图.在spritekit中处理UIKit时的痛苦之一.
scrollView?.removeFromSuperView()
对于水平滚动,只需将init方法上的滚动方向更改为.horizontal(步骤2).
而现在最大的痛苦是在定位东西时一切都在逆转.所以滚动视图从右到左.因此,您需要使用scrollView“contentOffset”方法重新定位它,并且基本上从右到左以相反的顺序放置所有标签.一旦了解了发生的事情,再次使用SkNodes可以更轻松.
希望这对大量帖子有帮助和抱歉,但正如我所说,spritekit有点痛苦.让我知道它是怎么回事,如果我错过了什么.
项目在gitHub上