void BaseScense::initAllGameLayerNeedLayers() { mContentLayerWapper = BaseContentWrapLayer::createLayer(this); setContentLayerWapper(mContentLayerWapper); mMenuLayer = new MenuLayer(mSceneIndex); mMenuLayer->autorelease(); mMenuLayer->setBaseScene(this); addChild(mMenuLayer, 129); GameLayerFactory* layerFactory = GameLayerFactory::getInstance(); std::pair<int, int> info = layerFactory->getLevelFormat(mSceneIndex); seasonId = info.first; sectionId = info.second; //添加底部星星评价 const ConfigSectionInfo* curLevelinfo = GameLayerFactory::getInstance()->getConfigSectionInfo(seasonId, sectionId); StarState* pBar = StarState::create(curLevelinfo->iPefect_Gold, curLevelinfo->iBest_Gold); pBar->setPosition(ccp(0, -g_iTaiJieHight)); mContentLayerWapper->addChild(pBar, 10001, Tag_StarStateBar); mMenuLayer->setStarState(pBar); mBackgroundLayer = BackgroudLayerFactory::createBgLayer(seasonId, sectionId); notificationLayer = AchievementNotification::create(); addChild(notificationLayer, 128,Tag_Layer_Notification); // 放在最上层 guideLayer = GuideLayerFactory::getFactory()->getGuideLayer(seasonId,sectionId); guideLayer->setBaseScene(this); setGuideLayer(guideLayer); guideLayer->setTouchEnabled(false); guideLayer->setVisible(false); ShadowLayer* shadowLayer = new ShadowLayer(); shadowLayer->autorelease(); WaitTimeToClickLayer* waitLayer = new WaitTimeToClickLayer(); waitLayer->autorelease(); addChild(waitLayer,1,Tag_Layer_WatingLayer); CCLayer* bgCover = CCLayer::create(); mContentLayerWapper->getWrapper()->addChild(bgCover,-1,Tag_Layer_Background_Cover); mContentLayerWapper->getWrapper()->addChild(shadowLayer,0,Tag_Layer_shadow); mContentLayerWapper->addChild(mBackgroundLayer,-1,Tag_Layer_Background); }