void FightPrepare::fight() { if (mState != Prepare_State_Loaded) { CCAssert(false,"数据还没准备好,请确认调用了prepareData函数载入数据,并且是在prepareSuccess回调接口中调用的这个函数"); return; } Bundle bundle; bundle.putBool("testMode",mTestMode); if (!mTestMode) { bundle.putString("JumpToWhenEnd","FightEndLayer"); } // 直接换scene ClientFightLayer* layer = (ClientFightLayer*)GameDirector::getDirector()->fight(mPreparedDir_vec,mCallback->getBg(mTaskId,mGridIndex),bundle); GameDirector::getDirector()->hideWaiting(); layer->setBeforeFightPro(beforeFightPro); }