cocos2d-x 异步加载plist,png等文件

1.png的异步加载

?

1
2
Director::getInstance()->getTextureCache()->addImageAsync(reloadImages[curReloadImgNum],
                 CC_CALLBACK_1(LoadingScene::imageAsyncCallback, this ));



2.plist和png一起的打包资源

废话不多,直接上方法,没有加载plist的api,我们使用如1的方法加载png,然后在回调函数中加载plist。

?

1
2
Director::getInstance()->getTextureCache()->addImageAsync(reloadPlists[curReloadPlistNum]+ "png" ,
                 CC_CALLBACK_1(LoadingScene::plistImageAsyncCallback, this ));



注意回调函数的参数,这是plist异步加载的关键,形参是png纹理。

?

1
2
3
4
5
6
void LoadingScene::plistImageAsyncCallback(cocos2d::Texture2D* texture)
{
     SpriteFrameCache::getInstance()->addSpriteFramesWithFile(reloadPlists[curReloadPlistNum].append( "plist" ), texture);
     curReloadPlistNum++;
     loading = true ;
}



3.plist和pvr.ccz一起的打包资源

类似2的方法。

?

1
2
3
4
5
6
7
8
Director::getInstance()->getTextureCache()->addImageAsync(reloadPvrPlists[curReloadPvrPlistNum] + "pvr.ccz" ,
                 CC_CALLBACK_1(LoadingScene::pvrPlistImageAsyncCallback, this ));
void LoadingScene::pvrPlistImageAsyncCallback(cocos2d::Texture2D* texture)
{
     SpriteFrameCache::getInstance()->addSpriteFramesWithFile(reloadPvrPlists[curReloadPvrPlistNum].append( "plist" ), texture);
     curReloadPvrPlistNum++;
     loading = true ;
}

4.CocosStudio导出的.ExportJson后缀的动画文件

?

1
2
3
4
5
6
7
ArmatureDataManager::getInstance()->addArmatureFileInfoAsync(reloadExportJsons[curReloadExportJsonNum],
                 this , schedule_selector(LoadingScene::jsonAsyncCallback));
void LoadingScene::jsonAsyncCallback( float f)
{
     curReloadExportJsonNum++;
     loading = true ;
}


你可能感兴趣的:(cocos2d-x 异步加载plist,png等文件)