//----------------------------------------------------------------------------------------------------------------------------- // 改变状态 void PersonView::changeState(PERSON_STATE state) { if (mAvatar == NULL) return; if (mCurState == state && state != ATTACK) return; if (mCurState == ATTACK && state == EMBATTLED) return; // 在攻击动作时,不播放被攻击动画 if (mCurState == DIE && state != DIE) return; // 播放死亡动画时,不播放别的动画 mCurState = state; switch (state) { case STAND: mAvatar->getAnimation()->play(STATE_STAND); break; case SKILL: mAvatar->getAnimation()->play(STATE_SKILL); break; case RUN: mAvatar->getAnimation()->play(STATE_RUN); break; case EMBATTLED: mController->stopMove(); mAvatar->getAnimation()->play(STATE_EMBATTLED); break; case ATTACK: mAvatar->getAnimation()->play(STATE_ATTACK); break; case DIE: setTouchEnable(false); mController->stopMove(); mAvatar->getAnimation()->play(STATE_DIE); break; } }
void Player::groundEnd(){ if (getIsMine()){ setTouchEnable(false); } m_actionCounter->run(ActionCounter::ongroundend); }
//----------------------------------------------------------------------------------------------------------------------------- void PersonView::onExit() { setTouchEnable(false); removeAllChildrenWithCleanup(true); CCNode::onExit(); }
//----------------------------------------------------------------------------------------------------------------------------- void PersonView::onEnter() { CCNode::onEnter(); setTouchEnable(true); createUI(); }
void UIWidget::active(bool containChildren) { setBright(true,containChildren); setTouchEnable(true,containChildren); }
void UIWidget::disable(bool containChildren) { setBright(false,containChildren); setTouchEnable(false,containChildren); }