Lua需要使用这个方法的话还得需要自己编写,希望下一个版本能加上
你好有添加的
lua_cocos2dx_studio_ActionTimeline_setLastFrameCallFunc
do {
// Lambda binding for lua is not supported.
assert(false);
} while(0)
;
Lua调用的时候会在assert中断点,auto是不支持的,需要在manual中添加
static int lua_cocos2dx_ActionTimeline_setLastFrameCallFunc(lua_State* L)
{
if (nullptr == L)
return 0;
int argc = 0;
cocostudio::timeline::ActionTimeline* self = nullptr;
#if COCOS2D_DEBUG >= 1
tolua_Error tolua_err;
if (!tolua_isusertype(L,1,“ccs.ActionTimeline”,0,&tolua_err)) goto tolua_lerror;
#endif
self = static_cast<cocostudio::timeline::ActionTimeline*>(tolua_tousertype(L,1,0));
#if COCOS2D_DEBUG >= 1
if (nullptr == self) {
tolua_error(L,“invalid ‘self’ in function ‘lua_cocos2dx_ActionTimeline_setLastFrameCallFunc’\n”, NULL);
return 0;
}
#endif
argc = lua_gettop(L) - 1;
if (1 == argc)
{
#if COCOS2D_DEBUG >= 1
if (!toluafix_isfunction(L,2,“LUA_FUNCTION”,0,&tolua_err) )
{
goto tolua_lerror;
}
#endif
LUA_FUNCTION handler = ( toluafix_ref_function(L,2,0));
self->setLastFrameCallFunc(=](){
LuaEngine::getInstance()->getLuaStack()->executeFunctionByHandler(handler, 0);
});
return 0;
}
luaL_error(L, "'setLastFrameCallFunc' function of ActionTimeline has wrong number of arguments: %d, was expecting %d\n", argc, 1);
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(L,"#ferror in function ‘setLastFrameCallFunc’.",&tolua_err);
#endif
return 0;
}
static void extendActionTimeline(lua_State* L)
{
lua_pushstring(L, “ccs.ActionTimeline”);
lua_rawget(L, LUA_REGISTRYINDEX);
if (lua_istable(L,-1))
{
tolua_function(L, “setFrameEventCallFunc”, lua_cocos2dx_ActionTimeline_setFrameEventCallFunc);
tolua_function(L, “setLastFrameCallFunc”, lua_cocos2dx_ActionTimeline_setLastFrameCallFunc);
}
lua_pop(L, 1);
}
回调方法没反应啊
只有动画运行到最后才会回调
这里有示例代码
http://www.cocoachina.com/bbs/read.php?tid=296474&page=1#1299204
将 setFrameEventCallFunc 改成 setLastFrameCallFunc 试试
哪里有添加啊,3.5版本,lua_cocos2dx_studio_ActionTimeline_setLastFrameCallFunc里面还是这个
do {
// Lambda binding for lua is not supported.
assert(false);
} while(0)
;