Cocos2d-x Lua中多场景切换生命周期,cocos2d-xlua
在多个场景切换时候,场景的生命周期会更加复杂。这一节我们介绍一下场景切换生命周期。多个场景切换时候分为几种情况:情况1,使用pushScene函数从实现GameScene场景进入SettingScene场景。情况2,使用replaceScene函数实现从GameScene场景进入SettingScene场景。情况3,使用popScene函数从实现SettingScene场景回到GameScene场景。我们参考GameScene重写SettingScene的中几个生命周期函数,代码如下:function SettingScene:ctor()
-- self.visibleSize = cc.Director:getInstance():getVisibleSize()
cclog("SettingScene init")
--场景节点事件处理
local function onNodeEvent(event)
if event == "enter" then
self:onEnter()
elseif event == "enterTransitionFinish" then
self:onEnterTransitionFinish()
elseif event == "exit" then
self:onExit()
elseif event == "exitTransitionStart" then
self:onExitTransitionStart()
elseif event == "cleanup" then
self:cleanup()
end
end
self:registerScriptHandler(onNodeEvent)
end
function SettingScene:onEnter()
cclog("SettingScene onEnter")
end
function SettingScene:onEnterTransitionFinish()
cclog("SettingScene onEnterTransitionFinish")
end
function SettingScene:onExit()
cclog("SettingScene onExit")
end
function SettingScene:onExitTransitionStart()
cclog("SettingScene onExitTransitionStart")
end
function SettingScene:cleanup()
cclog("SettingScene cleanup")
end1、情况1时候,它的调用顺序如图所示。
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