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 }
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:http://blog.youkuaiyun.com/playddt/article/details/43230045
感谢原作者分享!