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<cocosbuilder::CCBAnimationManager *>(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 >= 1
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_cocosbuilder_CCBAnimationManager_setAnimationCompletedCallback'.",&tolua_err);
return 0;
#endif
}
- 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:http://blog.csdn.net/playddt/article/details/43230045
感谢原作者分享!
原文链接: https://www.cnblogs.com/SkyflyBird/p/5373968.html
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