- 本帖最后由 rrobin 于 2013-8-6 16:40 编辑 *
其实我想做的只是预加载所有的骨骼信息到CCArmatureDataManager里,结果我发现testcpp里的代码是这样写的…
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/TestBone0.png", "armature/TestBone0.plist", "armature/TestBone.json");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/Cowboy0.png", "armature/Cowboy0.plist", "armature/Cowboy.ExportJson");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/knight.png", "armature/knight.plist", "armature/knight.xml");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/weapon.png", "armature/weapon.plist", "armature/weapon.xml");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/robot.png", "armature/robot.plist", "armature/robot.xml");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/cyborg.png", "armature/cyborg.plist", "armature/cyborg.xml");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/Dragon.png", "armature/Dragon.plist", "armature/Dragon.xml");
我不相信编辑器里也是这样硬代码加载.
既然已经编辑完成了,对应关系也编辑好了,就应该有个配置将这种联系记录下,而其他的客户只需要使用一个简单接口就可以使用这个已经生产好的对应关系来实现显示.而这个接口更是像面对编辑者的接口.但往往编辑者是不会去记录这样的对应关系的.导致在使用上会与生产脱节.