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cocos2d-x 3.8 lua 关于setAnimationCompletedCallback的修改
阅读量:4661 次
发布时间:2019-06-09

本文共 3862 字,大约阅读时间需要 12 分钟。

在cocos-lua使用ccb动画播放攻击完成以后,加点绚丽的特效,需要使用C++中setAnimationCompletedCallback方法,很无奈没有发现C++与lua的相互调用,只能补充添加了。

/*出处: cocosbuilder/CCBAnimationManager.h文件作用: 动画完成回调*/void setAnimationCompletedCallback(cocos2d::Ref *target, cocos2d::SEL_CallFunc callbackFunc);

 首先我们要做的是找到关于CCBAnimationManager中的lua与C++的注册接口,即:

// 在lua_cocos2dx_cocosbuilder_auto.cpp中,该接口用于添加C++与lua交互的所有CCBAnimationManager相关的实现方法 int lua_register_cocos2dx_cocosbuilder_CCBAnimationManager(lua_State* tolua_S)

在该接口内,我们添加新的静态方法调用:

// 在lua_cocos2dx_cocosbuilder_auto.cpp中 // C++与lua的交互,通过tolua相关,添加该代码后,lua就可以使用setAnimationCompletedCallback接口进行处理了tolua_function(tolua_S,"setAnimationCompletedCallback",lua_cocos2dx_cocosbuilder_CCBAnimationManager_setAnimationCompletedCallback);

然后,我们依然在lua_cocos2dx_cocosbuilder_auto.cpp中,编写关于lua_cocos2dx_cocosbuilder_CCBAnimationManager_setAnimationCompletedCallback方法相关,如下:

static int lua_cocos2dx_cocosbuilder_CCBAnimationManager_setAnimationCompletedCallback(lua_State* tolua_S){
  // 判定参数是否为空 if (nullptr == tolua_S) return 0; int argc = 0; cocosbuilder::CCBAnimationManager* self = nullptr; // 判定类型是否为指定类型#if COCOS2D_DEBUG >= 1 tolua_Error tolua_err; if (!tolua_isusertype(tolua_S, 1, "cc.CCBAnimationManager", 0, &tolua_err)) goto tolua_lerror;#endif // 判定对象是否有效 self = static_cast
(tolua_tousertype(tolua_S,1,0));#if COCOS2D_DEBUG >= 1 if (nullptr == self) { tolua_error(tolua_S,"invalid 'self' in function 'lua_cocos2dx_cocosbuilder_CCBAnimationManager_setAnimationCompletedCallback'\n", NULL); return 0; }#endif // 判定参数是否正确 argc = lua_gettop(tolua_S) - 1; if (argc == 1) {#if COCOS2D_DEBUG >= 1 if(!toluafix_isfunction(tolua_S,2,"LUA_FUNCTION",0,&tolua_err)) goto tolua_lerror;#endif LUA_FUNCTION handler = toluafix_ref_function(tolua_S,2,0); LuaCCBAnimationWrapper* tmpCallback = new LuaCCBAnimationWrapper(); tmpCallback->setCallback(handler); self->setAnimationCompletedCallback(tmpCallback, CC_CALLFUNC_SELECTOR(LuaCCBAnimationWrapper::animationCompletedCallback)); return 0; } luaL_error(tolua_S, "'setAnimationCompletedCallback'function has wrong number of arguments: %d\n", argc); return 0; #if COCOS2D_DEBUG >= 1tolua_lerror: tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_cocosbuilder_CCBAnimationManager_setAnimationCompletedCallback'.",&tolua_err); return 0;#endif}

2. 接着开始创建LuaCCBAnimationWrapper.h和LuaCCBAnimationWrapper.cpp的文件,其目录大家自定义,能够调用到,方便维护就行了哈。

(1) LuaCCBAnimationWrapper.h

#ifndef __LuaCCBanimationWrapper_H_#define __LuaCCBanimationWrapper_H_#include "cocos2d.h"USING_NS_CC;using namespace std;class LuaCCBAnimationWrapper : public Ref{public:    LuaCCBAnimationWrapper();    ~LuaCCBAnimationWrapper();        void animationCompletedCallback();    void setCallback(unsigned nFuncID);    private:    CallFunc *pCCCallFunc;    unsigned int m_nFuncID;};#endif

(2) LuaCCBAnimationWrapper.cpp

#include "LuaCCBAnimationWrapper.h"#include "CCLuaEngine.h"LuaCCBAnimationWrapper::LuaCCBAnimationWrapper():pCCCallFunc(NULL),m_nFuncID(0){    //}LuaCCBAnimationWrapper::~LuaCCBAnimationWrapper(){    //}void LuaCCBAnimationWrapper::setCallback(unsigned int nFuncID){    CCLOG("LuaCCBAnimationWrapper::setCallback(nFuncID = %i)", nFuncID);    m_nFuncID = nFuncID;}void LuaCCBAnimationWrapper::animationCompletedCallback(){    /*     2.x    if (0 != m_nFuncID)    {        CallFunc *CallFuncTmp = CallFunc::create();        CallFuncTmp->execute();        m_nFuncID = 0; //TODO 当动画循环播放时会报错,记得修改    }    */        //3.x    if (0 != m_nFuncID)    {        LuaStack* stack = LuaEngine::getInstance()->getLuaStack();        stack->executeFunctionByHandler(m_nFuncID, 1);        m_nFuncID = 0;     }}

 

参考:

感谢原作者分享!

 

转载于:https://www.cnblogs.com/SkyflyBird/p/5373968.html

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