In the default SpriteKit template the GameViewController
has a section in the viewDidLoad
function that copies over the Scene Editors Entities and Graphs.
class GameViewController: UIViewController {
private var sceneNode: GameScene!
override func viewDidLoad() {
super.viewDidLoad()
// Load 'GameScene.sks' as a GKScene.
if let scene = GKScene(fileNamed: "GameScene") {
// Get the SKScene from the loaded GKScene
if let sceneNode = scene.rootNode as! GameScene? {
self.sceneNode = sceneNode
self.sceneNode.entities = scene.entities // <-- entities loaded here
self.sceneNode.graphs = scene.graphs // <-- graphs loaded here
// ... other scene loading code
}
}
}
}
These Entities and Graphs array variables are declared in the GameScene. Then retrieve the graph from the array.
class GameScene : SKScene {
var entities = [GKEntity]()
var graphs = [String : GKGraph]()
var navigationGraph: GKGraph<GKGraphNode>!
override func didMove(to view: SKView) {
self.navigationGraph = self.graphs.values.first // <-- get a reference to your graph
}
}
If there is more than one graph in the SpriteKit Editor, then use a query to retrieve it by name.
self.navigationGraph = self.graphs.values.first(where: {$0.name == "GraphName"})