cocos2d3.10 和 qucik 事件使用区别

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链接:https://www.jianshu.com/p/6be29cc38d7c

cc.bind(self, "event")

这句是干什么的呢
就是将

I:\flipCard\simulator\win32\src\cocos\framework\components\event.lua

event文件中的
事件

local Event = class("Event")

local EXPORTED_METHODS = {
    "addEventListener",
    "dispatchEvent",
    "removeEventListener",
    "removeEventListenersByTag",
    "removeEventListenersByEvent",
    "removeAllEventListeners",
    "hasEventListener",
    "dumpAllEventListeners",
}

绑定到self的身上 让self可以直接使用

比如

    self:removeAllEventListeners()

    self.gameView_ = GameView:create()
        :addEventListener(GameView.events.PLAYER_DEAD_EVENT, handler(self, self.onPlayerDead))
        :start()
        :addTo(self)

    self:dispatchEvent({name = GameView.events.PLAYER_DEAD_EVENT})

写了个示例代码

function SelModeScene:onCreate()
    --printf("resource node = %s", tostring(self:getResourceNode()))

    -- bind the "event" component
    cc.bind(self, "event")          --添加绑定事件 让self 拥有这些事件函数
    
    self:addEventListener("PLAYER_DEAD_EVENT", handler(self, self.onPlayerDead))--添加通知事件
    self:dispatchEvent({name = "PLAYER_DEAD_EVENT"})--启动通知 调用事先绑定好的通知函数self.onPlayerDead
    self:dumpAllEventListeners()--打印所有的事件 这个时候是有货的
    self:removeAllEventListeners()--清空所有事件 还有其他接口可以根据name删之类的
    self:dumpAllEventListeners()--再次打印 已经没有
    self:dispatchEvent({name = "PLAYER_DEAD_EVENT"})--再次通知 无效通知 不会执行self.onPlayerDead
    cc.unbind(self, "event")--解绑
    self:addEventListener("HEHE", handler(self, self.onPlayerDead))--解绑之后 调用事件函数错误
end

function SelModeScene:onPlayerDead()
    print("通知了执行 onPlayerDead 函数")
end

如果不绑定 使用通知貌似很复杂
查看了3.10的lua源码 他是这样玩的

 local function eventCustomListener1(event)
        local str = "Custom event 1 received, "..event._usedata.." times"
        statusLabel1:setString(str)
    end

    local listener1 = cc.EventListenerCustom:create("game_custom_event1",eventCustomListener1)
    self._listener1 = listener1
    local eventDispatcher = self:getEventDispatcher()
    eventDispatcher:addEventListenerWithFixedPriority(listener1, 1)

    local function sendCallback1(tag, sender)
        count1 = count1 + 1
        
        local event = cc.EventCustom:new("game_custom_event1")
        event._usedata = string.format("%d",count1)
        eventDispatcher:dispatchEvent(event)
    end
    local sendItem1 = cc.MenuItemFont:create("Send Custom Event 1")
    sendItem1:registerScriptTapHandler(sendCallback1)
    sendItem1:setPosition(cc.p(origin.x + size.width/2, origin.y + size.height/2))

添加多个事件 传参数

function SelModeScene:onCreate()
    --printf("resource node = %s", tostring(self:getResourceNode()))

    -- bind the "event" component
    cc.bind(self, "event")          --添加绑定事件 让self 拥有这些事件函数
    
    self:addEventListener("PLAYER_DEAD_EVENT1", handler(self, self.onPlayerDead))--添加通知事件
    self:dispatchEvent({name = "PLAYER_DEAD_EVENT1", level = 5, integral = 60})--启动通知 调用事先绑定好的通知函数self.onPlayerDead
    self:addEventListener("PLAYER_DEAD_EVENT2", handler(self, self.onPlayerDead2))--添加通知事件
    self:dispatchEvent({name = "PLAYER_DEAD_EVENT2", attr = 350})--再次通知 无效通知 不会执行self.onPlayerDead

end

function SelModeScene:onPlayerDead(event)
    print("通知了执行 onPlayerDead 函数")
    dump(event, "event = ")
end

function SelModeScene:onPlayerDead2(event)
    print("通知了执行 onPlayerDead2 函数")
    dump(event, "event = ")
end

输出

[LUA-print] [INFO] userdata: 0x09425d68 [Event] addEventListener() - event: PLAY
ER_DEAD_EVENT1, handle: 1, tag: ""
[LUA-print] [INFO] userdata: 0x09425d68 [Event] dispatchEvent() - event PLAYER_D
EAD_EVENT1
[LUA-print] [INFO] userdata: 0x09425d68 [Event] dispatchEvent() - dispatching ev
ent PLAYER_DEAD_EVENT1 to listener 1
[LUA-print] 通知了执行 onPlayerDead 函数
[LUA-print] dump from: [string ".\app/scenes/SelModeScene.lua"]:37: in function
<[string ".\app/scenes/SelModeScene.lua"]:35>
[LUA-print] - "event = " = {
[LUA-print] -     "integral" = 60
[LUA-print] -     "level"    = 5
[LUA-print] -     "name"     = "PLAYER_DEAD_EVENT1"
[LUA-print] -     "stop"     = function: 0x0904e610
[LUA-print] -     "stop_"    = false
[LUA-print] -     "tag"      = ""
[LUA-print] -     "target"   = userdata: 0x09425d68
[LUA-print] - }
[LUA-print] [INFO] userdata: 0x09425d68 [Event] addEventListener() - event: PLAY
ER_DEAD_EVENT2, handle: 2, tag: ""
[LUA-print] [INFO] userdata: 0x09425d68 [Event] dispatchEvent() - event PLAYER_D
EAD_EVENT2
[LUA-print] [INFO] userdata: 0x09425d68 [Event] dispatchEvent() - dispatching ev
ent PLAYER_DEAD_EVENT2 to listener 2
[LUA-print] 通知了执行 onPlayerDead2 函数
[LUA-print] dump from: [string ".\app/scenes/SelModeScene.lua"]:42: in function
<[string ".\app/scenes/SelModeScene.lua"]:40>
[LUA-print] - "event = " = {
[LUA-print] -     "attr"   = 350
[LUA-print] -     "name"   = "PLAYER_DEAD_EVENT2"
[LUA-print] -     "stop"   = function: 0x093e3ba8
[LUA-print] -     "stop_"  = false
[LUA-print] -     "tag"    = ""
[LUA-print] -     "target" = userdata: 0x09425d68
[LUA-print] - }

quick 3.3 是这样添加的
cc.GameObject.extend(self):addComponent("components.behavior.EventProtocol"):exportMethods()

function AppBase:ctor(appName, packageRoot)
    cc(self):addComponent("components.behavior.EventProtocol"):exportMethods()

--或者
    local timer = {}
    cc(timer):addComponent("components.behavior.EventProtocol"):exportMethods()
    timer:dispatchEvent({name = eventName, countdown = 0})

--自己的类使用
function PXUISkill:initUI()
    cc(self):addComponent("components.behavior.EventProtocol"):exportMethods()
    local function callback(event)
        dump(event, "event")
    end
    self:addEventListener("HEHE", callback)
    self:dispatchEvent({name = "HEHE", x = 5, y = 10, touchInTarget = true})
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