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| 1 2 | Director::getInstance()->getTextureCache()->addImageAsync(reloadImages[curReloadimgNum], CC_CALLBACK_1(LoadingScene::imageAsyncCallback, this )); |
废话不多,直接上方法,没有加载pList的API,我们使用如1的方法加载png,然后在回调函数中加载pList。
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| 1 2 | Director::getInstance()->getTextureCache()->addImageAsync(reloadPLists[curReloadPListNum]+ "png" , CC_CALLBACK_1(LoadingScene::plistimageAsyncCallback, this )); |
注意回调函数的参数,这是pList异步加载的关键,形参是png纹理。
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| 1 2 3 4 5 6 | voID LoadingScene::plistimageAsyncCallback(cocos2d::Texture2D* texture) { SpriteFrameCache::getInstance()->addSpriteFramesWithfile(reloadPLists[curReloadPListNum].append( "pList" ),texture); curReloadPListNum++; loading = true ; } |
类似2的方法。
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| 1 2 3 4 5 6 7 8 | Director::getInstance()->getTextureCache()->addImageAsync(reloadPvrPLists[curReloadPvrPListNum] + "pvr.ccz" , CC_CALLBACK_1(LoadingScene::pvrPlistimageAsyncCallback, this )); voID LoadingScene::pvrPlistimageAsyncCallback(cocos2d::Texture2D* texture) { SpriteFrameCache::getInstance()->addSpriteFramesWithfile(reloadPvrPLists[curReloadPvrPListNum].append( "pList" ),texture); curReloadPvrPListNum++; loading = true ; } |
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| 1 2 3 4 5 6 7 | ArmatureDataManager::getInstance()->addArmaturefileInfoAsync(reloadExportJsons[curReloadExportJsonNum], this ,schedule_selector(LoadingScene::JsonAsyncCallback)); voID LoadingScene::JsonAsyncCallback( float f) { curReloadExportJsonNum++; loading = true ; } |
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