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;
		}
	}
}
示例#2
0
	void CItem::OnItemMenuFinishDrag() {
		callLuaFunction("OnItemMenuFinishDrag");
	}
示例#3
0
	void CItem::OnItemMenuStartDrag() {
		callLuaFunction("OnItemMenuStartDrag");
	}
示例#4
0
	void CItem::OnItemDrop() {
		callLuaFunction("OnItemDrop");
	}
示例#5
0
	void CItem::OnItemPick() {
		callLuaFunction("OnItemPick");
	}
示例#6
0
	void CWeapon::OnWeaponItemMenuFinishDrag() {
		callLuaFunction("OnWeaponItemMenuFinishDrag");
	}
示例#7
0
	void CWeapon::OnWeaponItemMenuStartDrag() {
		callLuaFunction("OnWeaponItemMenuStartDrag");
	}
示例#8
0
	void CWeapon::OnWeaponDrop() {
		callLuaFunction("OnWeaponDrop");
	}
示例#9
0
	void CWeapon::OnWeaponPick() {
		callLuaFunction("OnWeaponPick");
	}
示例#10
0
	void CWeapon::OnWeaponInventoryActivate() {
		callLuaFunction("OnWeaponInventoryActivate");
	}