方法2 node->runAction(RemoveSelf::create()); 同时可解决触摸事件继续传递问题
回调函数里判断是弹起事件时会调用UIButton的removeFromParent方法,这时会导致游戏崩溃,代码中断在void Widget::onTouchEnded(Touch *touch, Event *unusedEvent)方法里的releaseUpEvent()调用处.
1.修改引擎代码
void Widget::releaseUpEvent()
{
if (_touchEventListener && _touchEventSelector)
{
(_touchEventListener->*_touchEventSelector)(this,TOUCH_EVENT_ENDED);
}
if (_touchEventCallback) {
_touchEventCallback(this, TouchEventType::ENDED);
}
}
换个位置就好了
2.不需要修改引擎代码
删除自身的时候
改用
node->runAction(RemoveSelf::create());
代替原来的removefromparentandcleanup(true);
原理:我们可以看看引擎对removeSelf的实现
不直接调用remove,而是设置一个标志,在update中检测到标志再remove.
//
// Remove Self
//
RemoveSelf * RemoveSelf::create(bool isNeedCleanUp /*= true*/)
{
RemoveSelf *ret = new RemoveSelf();
if (ret && ret->init(isNeedCleanUp)) {
ret->autorelease();
}
return ret;
}
bool RemoveSelf::init(bool isNeedCleanUp) {
_isNeedCleanUp = isNeedCleanUp;
return true;
}
void RemoveSelf::update(float time) {
CC_UNUSED_PARAM(time);
_target->removeFromParentAndCleanup(_isNeedCleanUp);
}
RemoveSelf *RemoveSelf::reverse() const
{
return RemoveSelf::create(_isNeedCleanUp);
}
RemoveSelf * RemoveSelf::clone() const
{
// no copy constructor
auto a = new RemoveSelf();
a->init(_isNeedCleanUp);
a->autorelease();
return a;
}