用cocos做游戏经常要遇到某个帧动画结束时调用另一事件的需求,最简单的方式当然是使用下面的方式:
self.action:setLastFrameCallFunc(function()
if(self.EventFunc[self._anim])then
self.EventFunc[self._anim](frame)
end
end)
这种方式调用最后一帧后响应回调函数,然而cocos的setLastFrameCallFunc是有问题的,需要再底层做如下修改:
int lua_cocos2dx_studio_ActionTimeline_setLastFrameCallFunc(lua_State* tolua_S)
{
int argc = 0;
cocostudio::timeline::ActionTimeline* cobj = nullptr;
bool ok = true;
#if COCOS2D_DEBUG >= 1
tolua_Error tolua_err;
#endif
#if COCOS2D_DEBUG >= 1
if (!tolua_isusertype(tolua_S,1,"ccs.ActionTimeline",0,&tolua_err)) goto tolua_lerror;
#endif
cobj = (cocostudio::timeline::ActionTimeline*)tolua_tousertype(tolua_S,1,0);
#if COCOS2D_DEBUG >= 1
if (!cobj)
{
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_studio_ActionTimeline_setLastFrameCallFunc'", nullptr);
return 0;
}
#endif
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));
cobj->setLastFrameCallFunc([=]() {
LuaEngine::getInstance()->getLuaStack()->executeFunctionByHandler(handler, 0);
});
return 1;
}
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "ccs.ActionTimeline:setLastFrameCallFunc",argc, 1);
return 0;
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_studio_ActionTimeline_setLastFrameCallFunc'.",&tolua_err);
#endif
return 0;
}
如果游戏加入别的项目的游戏的大厅,而别人的框架又没改,这是时只能使用下面的方式:
self.action:setFrameEventCallFunc(function(frameEventName)
if(frameEventName:getEvent()=="Die") then
self.machine.Fish:stop()
end
end)
这种方式需要再cocos studio或者creator中在帧动画的结尾加个"Die"的帧事件,加的时候需要打开"开始记录动画",否则无效。