I have a node I added in the scene. Also in the scene I give it a component to bounce. The component looks like this:
class BounceComponent: GKComponent, ComponentSetupProt {
var bounce: SKAction?
var node: SKSpriteNode?
@GKInspectable var diff: CGFloat = 0.2
@GKInspectable var startScale: CGFloat = 1
@GKInspectable var duration: TimeInterval = 0.5
override init() {
super.init()
comps.append(self)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
func setup() {
print("setup")
node = entity?.component(ofType: GKSKNodeComponent.self)!.node as? SKSpriteNode
setupBounce()
}
func setupBounce() {
...
}
func performBounce() {
print("performing")
node?.run(bounce!)
}
}//
In the didMove function on my scene file, it calls the components setup(). This works fine. I'm trying to call the function performBounce() when I click on the button...
if (play?.contains(pos))! {
print("test")
if let _ = play?.entity {
print("we have an entity")
}
play?.entity?.component(ofType: BounceComponent.self)?.performBounce()
}
When I click, the only thing it prints is "test" and the entity is nil. I was under the assumption that when you add a node to the editor, it also sets up the entity for that node, so I'm not sure why it is nil. Curious if anyone could shed some light on this?
Thanks for any help!