用最新的3.4和3.3建立了Lua的工程,发现Scheduler里面已经没有scheduleScriptFunc方法了,但是C++的代码里面我看到还是有的…这个为什么呢?有人知道么?
LuaDemo\frameworks\cocos2d-x\cocos\scripting\lua-bindings\auto\api
Scheduler.lua
-------------------------------- -- @module Scheduler -- @extend Ref -- @parent_module cc -------------------------------- -- Modifies the time of all scheduled callbacks.
-- You can use this property to create a 'slow motion' or 'fast forward' effect.
-- Default is 1.0. To create a 'slow motion' effect, use values below 1.0.
-- To create a 'fast forward' effect, use values higher than 1.0.
-- since v0.8
-- warning It will affect EVERY scheduled selector / action. -- @function setTimeScale -- @param self -- @param #float timeScale -- @return Scheduler#Scheduler self (return value: cc.Scheduler) -------------------------------- -- -- @function getTimeScale -- @param self -- @return float#float ret (return value: float) -------------------------------- -- js ctor -- @function Scheduler -- @param self -- @return Scheduler#Scheduler self (return value: cc.Scheduler) return nil ``` 貌似现在Scheduler里面只有setTimeScale, getTimeScale, Scheduler这个三个方法了么? 但是在C++的CCScheduler.h里面我看还是有的#if CC_ENABLE_SCRIPT_BINDING unsigned int Scheduler::scheduleScriptFunc(unsigned int handler, float interval, bool paused) { SchedulerScriptHandlerEntry* entry = SchedulerScriptHandlerEntry::create(handler, interval, paused); _scriptHandlerEntries.pushBack(entry); return entry->getEntryId(); } void Scheduler::unscheduleScriptEntry(unsigned int scheduleScriptEntryID) { for (ssize_t i = _scriptHandlerEntries.size() - 1; i >= 0; i--) { SchedulerScriptHandlerEntry* entry = _scriptHandlerEntries.at(i); if (entry->getEntryId() == (int)scheduleScriptEntryID) { entry->markedForDeletion(); break; } } } #endif ``` 我也查了cocos2dx.ini这个tolua的配置文件,里面并没有屏蔽这个函数,Scheduler::, 有人知道为什么在lua里面用cc.Director:getInstance():getScheduler():scheduleScriptFunc()报错呢?