void UpdateLayer::Update( float dt ) { if ( false == m_queue.empty() ) { UpdateUnit unit = m_queue.front(); m_queue.pop(); switch( unit.type ) { case UPDATE_STATE_NONE://不需要更新 break; case UPDATE_STATE_END://更新结束 callLuaFunction("Update/UpdateScene.lua","UpdateAuto",UPDATE_STATE_END); break; case UPDATE_STATE_DOWNLOAD://更新中 m_BarProgress->setVisible(true); m_BarProgress->setPercentage(unit.para_0/unit.para_1*100); char name[128]; sprintf(name,"%d/%d", (int)unit.para_2,(int)unit.para_3); m_countLabel->setString(name); //CCLOG("percentage=%d",unit.para_0); break; case UPDATE_STATE_WRITE://写版本 { char name[128]; sprintf(name,"%d",(int)unit.para_0); CCUserDefault::sharedUserDefault()->setStringForKey(KEY_OF_VERSION, name); CCUserDefault::sharedUserDefault()->flush(); } break; case UPDATE_STATE_FAILED://更新失败 callLuaFunction("UpdateScene","Update",UPDATE_STATE_FAILED); break; case UPDATE_STATE_ERROR://更新发生错误 callLuaFunction("UpdateScene","Update",UPDATE_STATE_ERROR); break; default: break; } } }
void CItem::OnItemMenuFinishDrag() { callLuaFunction("OnItemMenuFinishDrag"); }
void CItem::OnItemMenuStartDrag() { callLuaFunction("OnItemMenuStartDrag"); }
void CItem::OnItemDrop() { callLuaFunction("OnItemDrop"); }
void CItem::OnItemPick() { callLuaFunction("OnItemPick"); }
void CWeapon::OnWeaponItemMenuFinishDrag() { callLuaFunction("OnWeaponItemMenuFinishDrag"); }
void CWeapon::OnWeaponItemMenuStartDrag() { callLuaFunction("OnWeaponItemMenuStartDrag"); }
void CWeapon::OnWeaponDrop() { callLuaFunction("OnWeaponDrop"); }
void CWeapon::OnWeaponPick() { callLuaFunction("OnWeaponPick"); }
void CWeapon::OnWeaponInventoryActivate() { callLuaFunction("OnWeaponInventoryActivate"); }