cocos2d-x lua 使用自定義消息EventCustom
version: cocos2d-x 3.6
1.發送消息
-- post message
-- event將會被傳遞給消息接收函數,所以所有需要傳遞的數據都可放到event中
local event = cc.EventCustom:new("MSG_TEST")
event._usedata = {["state"]=self.curState, ["actionId"]=self.actionId}
cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
2.監聽與接收
- 監聽消息需要調用
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被釋放之后,需要將監聽刪除,否則收到消息后self為nil,將會導致異常(onCleanup將會在節點被刪除時自動調用)。
function ActorSprite:onCleanup() -- cc.Node
for i, var in ipairs(self.eventListeners) do
cc.Director:getInstance():getEventDispatcher():removeEventListener(var)
end
end