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  • cocos2d-x lua 使用自定义消息EventCustom

    cocos2d-x lua 使用自定义消息EventCustom

    version: cocos2d-x 3.6

    1.发送消息

    -- post message
    -- event将会被传递给消息接收函数,所以所有需要传递的数据都可放到event中
    local event = cc.EventCustom:new("MSG_TEST")
    event._usedata = {["state"]=self.curState, ["actionId"]=self.actionId}
    cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
    

    2.监听与接收

    • 监听消息需要调用self:enableNodeEvents()使消息接收有效
    -- listener
    local ActorSprite = class("ActorSprite", cc.Node)
    
    function ActorSprite:initEventListener()
    	self:enableNodeEvents()  -- cc.Node
    	self.eventListeners = {} -- user to delete when dtor
    	
    	local listener = cc.EventListenerCustom:create(MSG_TEST, handler(self, self.onChangeState))
        local eventDispatcher = self:getEventDispatcher()
        eventDispatcher:addEventListenerWithFixedPriority(listener, 1)
        table.insert(self.eventListeners, listener)	
    end
    
    function DogSprite:onChangeState(event)
        local dogId = event._usedata["dogId"]
        local actionId = event._usedata["actionId"]
        local eventName = event:getEventName()
    end
    
    return ActorSprite
    

    3.清理

    • 在ActorSprite被释放之后,需要将监听删除,否则收到消息后self为nil,将会导致异常(onCleanup将会在节点被删除时自动调用)。
    function ActorSprite:onCleanup()  -- cc.Node
        for i, var in ipairs(self.eventListeners) do
            cc.Director:getInstance():getEventDispatcher():removeEventListener(var)
        end  
    end
    
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  • 原文地址:https://www.cnblogs.com/songcf/p/4549834.html
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