请问cocos creator 2.0后,DragonBones的API是不是也改动了啊

比如这两个函数里
_animationEventHandler: function(event) {
if (event.type === dragonBones.EventObject.FADE_IN_COMPLETE) {
//if (event.detail.animationState.name === “jump_1”) {
if (event.animationState.name === “jump_1”) {
this._isJumpingB = true;
this._speedY = -JUMP_SPEED;
this._armature.animation.fadeIn(“jump_2”, -1, -1, 0, NORMAL_ANIMATION_GROUP);
// } else if (event.detail.animationState.name === “jump_4”) {
} else if (event.animationState.name === “jump_4”) {
this._updateAnimation();
}
}
else if (event.type === dragonBones.EventObject.FADE_OUT_COMPLETE) {
// if (event.detail.animationState.name === “attack_01”) {
if (event.animationState.name === “attack_01”) {
this._isAttackingB = false;
this._attackState = null;
}
}
},

_frameEventHandler : function (event) {
  //  if (event.detail.name === "onFire") {
    if (event.name === "onFire") {
       // var firePointBone = event.detail.armature.getBone("firePoint");
       var firePointBone = event.armature.getBone("firePoint");
       
       var localPoint = cc.v2(firePointBone.global.x, -firePointBone.global.y);

       // var display = event.detail.armature.display;
       var display = event.armature.display;
        var globalPoint = display.node.convertToWorldSpace(localPoint);

        this._fire(globalPoint);
    }
},

按照例子动行就报错了。注释掉的是例子里的。
``
var DragonBullet = cc.Class({
name: ‘DragonBullet’,
_speedX : 0,
_speedY : 0,

_armature : null,
_armatureDisplay : null,
_effect : null,

init : function (parentNode, armature, effect, radian, speed, position) {
    this._speedX = Math.cos(radian) * speed;
    this._speedY = -Math.sin(radian) * speed;
    var thePos = parentNode.convertToNodeSpace(position);

    this._armature = armature;
   this._armatureDisplay = this._armature;//._armature.display;
   //this._armatureDisplay.setPosition(thePos);
    this._armature.node.setPosition(thePos);
    this._armatureDisplay.rotation = radian * dragonBones.DragonBones.RADIAN_TO_ANGLE;
    //this._armature.animation.play("idle");
    this._armature.playAnimation("idle");

    if (effect) {
        this._effect = effect;
        var effectDisplay = this._effect;//.display;
        effectDisplay.node.rotation = radian * dragonBones.DragonBones.RADIAN_TO_ANGLE;
        effectDisplay.node.setPosition(thePos);
        effectDisplay.node.scaleX = 1 + Math.random() * 1;
        effectDisplay.node.scaleY = 1 + Math.random() * 0.5;
        if (Math.random() < 0.5) {
            effectDisplay.node.scaleY *= -1;
        }

       // this._effect.animation.play("idle");
       this._effect.playAnimation("idle");
        dragonBones.WorldClock.clock.add(this._effect);
        parentNode.addChild(effectDisplay.node);
    }

    dragonBones.WorldClock.clock.add(this._armature);
    parentNode.addChild(this._armatureDisplay.node);
},

还有这个函数里的。