方法2 node->runAction(RemoveSelf::create()); 同時可解決觸摸事件繼續傳遞問題
回調函數裏判斷是彈起事件時會調用UIButton的removeFromParent方法,這時會導致遊戲崩潰,代碼中斷在void Widget::onTouchEnded(Touch *touch, Event *unusedEvent)方法裏的releaseUpEvent()調用處.
1.修改引擎代碼
void Widget::releaseUpEvent()
{
if (_touchEventListener && _touchEventSelector)
{
(_touchEventListener->*_touchEventSelector)(this,TOUCH_EVENT_ENDED);
}
if (_touchEventCallback) {
_touchEventCallback(this, TouchEventType::ENDED);
}
}
換個位置就好了
2.不需要修改引擎代碼
刪除自身的時候
改用
node->runAction(RemoveSelf::create());
代替原來的removefromparentandcleanup(true);
原理:我們可以看看引擎對removeSelf的實現
不直接調用remove,而是設置一個標誌,在update中檢測到標誌再remove.
//
// Remove Self
//
RemoveSelf * RemoveSelf::create(bool isNeedCleanUp /*= true*/)
{
RemoveSelf *ret = new RemoveSelf();
if (ret && ret->init(isNeedCleanUp)) {
ret->autorelease();
}
return ret;
}
bool RemoveSelf::init(bool isNeedCleanUp) {
_isNeedCleanUp = isNeedCleanUp;
return true;
}
void RemoveSelf::update(float time) {
CC_UNUSED_PARAM(time);
_target->removeFromParentAndCleanup(_isNeedCleanUp);
}
RemoveSelf *RemoveSelf::reverse() const
{
return RemoveSelf::create(_isNeedCleanUp);
}
RemoveSelf * RemoveSelf::clone() const
{
// no copy constructor
auto a = new RemoveSelf();
a->init(_isNeedCleanUp);
a->autorelease();
return a;
}