function EffectTools.turnMovAni(args)
print(“执行----turnMovAni转向函数----”)
local spt = args.node and args.node or cc.Sprite:create()
local frames = {}
local cnt = 0
local seconds = cc.vv.getTurnInterval(spt:getArmType())
frames, cnt = sortAniTable(args)
local animation = display.newAnimation(frames, seconds / cnt) -- 1 秒播放 cnt 桢
local imgNode = spt:getImgNode()
local uid = spt:getUniqeID('me')
dump(uid * 10 + EffectTools.actCnt['turnAnt'], "EffectTools.actCnt['turnAnt'])")
local test = imgNode:getActionByTag(uid * 10 + EffectTools.actCnt['turnAnt'])
-- 有新的动作先停止 所有动作
-- spt:stopUnitAllAction()
-- imgNode:stopAllActions()
spt:stopAllActions()
cc.Director:getInstance():getActionManager():removeActionByTag(
uid * 10 + EffectTools.actCnt['turnAnt'], imgNode)
local temp = imgNode:getActionByTag(uid * 10 + EffectTools.actCnt['turnAnt'])
dump(temp, "删除之后再获取", 10)
local ani = cc.Animate:create(animation)
local callBack = cc.CallFunc:create(args.callBack)
local seq = cc.Sequence:create(ani, callBack)
seq:setTag(uid * 10 + EffectTools.actCnt['turnAnt'])
imgNode:runAction(seq)
-- local test = imgNode:getActionByTag(EffectTools.actCnt['turnAnt'])
-- dump(test, "test1")
end