求助啊,Schedule类里面的scheduleScriptFunc没有了么?

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?

我也遇到这问题。。。。