cocos2d-x 异步加载plist,png等文件

1.png的异步加载

?html

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Director::getInstance()->getTextureCache()->addImageAsync(reloadImages[curReloadImgNum],
                 CC_CALLBACK_1(LoadingScene::imageAsyncCallback, this ));



2.plist和png一块儿的打包资源

废话很少,直接上方法,没有加载plist的api,咱们使用如1的方法加载png,而后在回调函数中加载plist。json

?api

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Director::getInstance()->getTextureCache()->addImageAsync(reloadPlists[curReloadPlistNum]+ "png" ,
                 CC_CALLBACK_1(LoadingScene::plistImageAsyncCallback, this ));



注意回调函数的参数,这是plist异步加载的关键,形参是png纹理。app

?异步

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void LoadingScene::plistImageAsyncCallback(cocos2d::Texture2D* texture)
{
     SpriteFrameCache::getInstance()->addSpriteFramesWithFile(reloadPlists[curReloadPlistNum].append( "plist" ), texture);
     curReloadPlistNum++;
     loading = true ;
}



3.plist和pvr.ccz一块儿的打包资源

相似2的方法。函数

?动画

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Director::getInstance()->getTextureCache()->addImageAsync(reloadPvrPlists[curReloadPvrPlistNum] + "pvr.ccz" ,
                 CC_CALLBACK_1(LoadingScene::pvrPlistImageAsyncCallback, this ));
void LoadingScene::pvrPlistImageAsyncCallback(cocos2d::Texture2D* texture)
{
     SpriteFrameCache::getInstance()->addSpriteFramesWithFile(reloadPvrPlists[curReloadPvrPlistNum].append( "plist" ), texture);
     curReloadPvrPlistNum++;
     loading = true ;
}

4.CocosStudio导出的.ExportJson后缀的动画文件

?this

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ArmatureDataManager::getInstance()->addArmatureFileInfoAsync(reloadExportJsons[curReloadExportJsonNum],
                 this , schedule_selector(LoadingScene::jsonAsyncCallback));
void LoadingScene::jsonAsyncCallback( float f)
{
     curReloadExportJsonNum++;
     loading = true ;
}
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