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C++ CCProgressTimer::setPercentage方法代码示例

本文整理汇总了C++中CCProgressTimer::setPercentage方法的典型用法代码示例。如果您正苦于以下问题:C++ CCProgressTimer::setPercentage方法的具体用法?C++ CCProgressTimer::setPercentage怎么用?C++ CCProgressTimer::setPercentage使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CCProgressTimer的用法示例。


在下文中一共展示了CCProgressTimer::setPercentage方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: energyBarAnimation

void ASGame::energyBarAnimation(){
    
    //1.显示行动力的圆形底座
    CCSprite* energyBall = CCSprite::createWithSpriteFrameName("newEnergyContainer.png");
    energyBall->setPosition(ccp(size.width*17.38/80,size.height*77.85/90+winDif*2*alpha*alpha));
    addChild(energyBall,4);
    
    //2.行动力数量
    string perStr = int2string(moveCount);
    CCLabelTTF* per = CCLabelTTF::create(perStr.c_str(),"Arial Rounded MT bold",32);
    per->setPosition(ccp(size.width*17.38/80,size.height*77.85/90+winDif*2*alpha*alpha));
    addChild(per,5,1*10000000+26);
    
    //3.能量条
    CCSprite* energyBarSprite = CCSprite::createWithSpriteFrameName("newEnergyBar.png");
    CCProgressTimer* energyBar = CCProgressTimer::create(energyBarSprite);
    energyBar->setPosition(ccp(size.width*8.45/80,size.height*79.89/90+winDif*2*alpha*alpha));
    energyBar->setType(kCCProgressTimerTypeRadial);
    energyBar->setPercentage(moveCount*20);
    addChild(energyBar,4,1*10000000+20);
    
    //4.攻击按钮底座
    CCSprite* containerSprite = CCSprite::createWithSpriteFrameName("energyContainer.png");
    CCSprite* containerSprite_s = CCSprite::createWithSpriteFrameName("energyContainer.png");
    CCMenuItemSprite* energyContainer = CCMenuItemSprite::create(containerSprite,containerSprite_s,this,menu_selector(ASGame::enterFightLayer));
    energyContainer->setScale(1.05);
    energyContainer->setPosition(ccp(size.width*179.5/200,size.height*10.25/135));
    CCMenu* energyContainerMenu = CCMenu::create(energyContainer,NULL);
    energyContainerMenu->setPosition(CCPointZero);
    if (moveCount < moveToFight)
            energyContainerMenu->setTouchEnabled(false);
    addChild(energyContainerMenu,2,1*10000000+27);
    
    //5.攻击按钮充值槽
    CCSprite* barSprite = CCSprite::createWithSpriteFrameName("energyBar.png");
    CCProgressTimer* attackButton = CCProgressTimer::create(barSprite);
    attackButton->setScale(1.05);
    attackButton->setPosition(ccp(size.width*179.04/200,size.height*10/135));
    attackButton->setType(kCCProgressTimerTypeBar);
    attackButton->setMidpoint(ccp(0.5, 0));
    attackButton->setBarChangeRate(ccp(0, 1));
    attackButton->setPercentage(100*moveCount/moveToFight);
    addChild(attackButton,3,1*10000000+25);
    
    //4.能量的盖子
    CCSprite* energyBarCover = CCSprite::createWithSpriteFrameName("energyBarCover.png");
    energyBarCover->setPosition(ccp(size.width*179.5/200,size.height*10.25/135));
    energyBarCover->setOpacity(0);
    //addChild(energyBarCover,4,1*10000000+28);
}
开发者ID:nooboracle,项目名称:ForTest,代码行数:50,代码来源:ASEnergyBar.cpp

示例2: skillDecCD

//******************************************************************************
// skillDecCD
//******************************************************************************
void Card::skillDecCD(int cd)
{
    CCSprite* spWhite = CCSprite::spriteWithFile("headw.png");
    if (spWhite) {
        addChild(spWhite, 2, kToBeDeleteTag);
        spWhite->setPositionInPixels(CCPointMake(55 + 106*m_idx, 615));
        spWhite->setIsVisible(false);
        spWhite->runAction(CCSequence::actions(CCDelayTime::actionWithDuration(0.7),
                                               CCShow::action(),
                                               CCFadeIn::actionWithDuration(0.15),
                                               CCFadeOut::actionWithDuration(0.15),
                                               CCCallFunc::actionWithTarget(this, callfunc_selector(Card::delUnusedObj)),
                                               NULL));
        
        CCProgressTimer* tmOrange = CCProgressTimer::progressWithFile("heado.png");
        if (tmOrange) {
            addChild(tmOrange, 2, kToBeDeleteTag);
            tmOrange->setPositionInPixels(CCPointMake(55 + 106*m_idx, 615));
            tmOrange->setType(kCCProgressTimerTypeRadialCCW);
            tmOrange->setPercentage(99);
            tmOrange->runAction(CCProgressTo::actionWithDuration(0.7, 0));
        }
    }
    
    m_iSklCdDwn = cd;
    m_iCurSkillCD = MIN(m_iCurSkillCD.get(), (m_iSkillCDMax - m_iSklCdDwn));
}
开发者ID:haoliumilan,项目名称:AgainstSango,代码行数:30,代码来源:Card.cpp

示例3: setUpdateView

bool LoadingLayer::setUpdateView()
{
    bool isRet = false;
    do{
	CCSprite* loadingbackimg = CCSprite::create("gmbg/loadingbg.png");
	CC_BREAK_IF(!loadingbackimg);
	loadingbackimg->setPosition(ccp(getWinSize().width/2 + getWinOrigin().x, getWinSize().height/5 + getWinOrigin().y));
	this->addChild(loadingbackimg, 1);

	CCSprite* loadimg = CCSprite::create("gmbg/loading.png");
	CC_BREAK_IF(!loadimg);
	CCProgressTimer* pt = CCProgressTimer::create(loadimg);
	pt->setType(cocos2d::CCProgressTimerType(kCCProgressTimerTypeBar));
	pt->setMidpoint(ccp(0,0.5));
	pt->setBarChangeRate(ccp(1,0));
	float tex = getWinSize().width/2 + getWinOrigin().x;
	float tey = getWinSize().height/5 + getWinOrigin().y-5;
	pt->setPosition(ccp(tex, tey));
	pt->setPercentage(0);
	this->addChild(pt, 2, 1);
	CCProgressTo* to = CCProgressTo::create(5, 100);
	pt->runAction(CCRepeatForever::create(to));
	isRet = true;
	
    }while(0);
    return isRet;
}
开发者ID:hzfeibao,项目名称:Defender,代码行数:27,代码来源:LoadingLayer.cpp

示例4: setUpdateView

bool wootestScene::setUpdateView()
{
	bool isRet=false;
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
	do
	{
        // 进度条背景
        CCSprite* loadbackimg=CCSprite::create("lodingbg.png");
        CC_BREAK_IF(!loadbackimg);
        loadbackimg->setPosition(ccp(visibleSize.width/2+origin.x,visibleSize.height/5+origin.y));
        this->addChild(loadbackimg,2);
        
        // 进度条
        CCSprite* loadimg=CCSprite::create("longding.png");
        CC_BREAK_IF(!loadimg);
        CCProgressTimer* pt = CCProgressTimer::create(loadimg);
        pt->setType(kCCProgressTimerTypeBar);// 设置成横向
        
        pt->setMidpoint(ccp(0,0));
        // 设置进度条从左到右
        pt->setBarChangeRate(ccp(1,0));
        
        //重新设置锚点
        float tex=visibleSize.width/2+origin.x;
        float tey=visibleSize.height/5+origin.y-5;
        pt->setPosition(ccp(tex,tey));
        pt->setPercentage(0);
        this->addChild(pt,2,1);
        
        isRet=true;
	} while (0);
	return isRet;
}
开发者ID:joyfish,项目名称:cocos2d-1,代码行数:34,代码来源:wootestScene.cpp

示例5: setUpdateView

bool LoadingLayer::setUpdateView(){
	bool isRet=false;
	do 
	{
	// 设置进度条的背景图片 我们把他放到屏幕下方的1/5处	
    CCSprite* loadbackimg=CCSprite::create("gmbg/lodingbg.png");
	CC_BREAK_IF(!loadbackimg);	
	loadbackimg->setPosition(ccp(getWinSize().width/2+getWinOrigin().x,getWinSize().height/5+getWinOrigin().y));
	this->addChild(loadbackimg,1);
	
	// 添加进度条
	CCSprite* loadimg=CCSprite::create("gmbg/longding.png");
	CC_BREAK_IF(!loadimg);	
	CCProgressTimer* pt = CCProgressTimer::create(loadimg);
	pt->setType(kCCProgressTimerTypeBar);// 设置成横向的
	//可以看作是按矩形显示效果的进度条类型
	pt->setMidpoint(ccp(0,0)); 
	//  用来设定进度条横向前进的方向从左向右或是从右向左
	pt->setBarChangeRate(ccp(1,0));
	//重新设置锚点
	float tex=getWinSize().width/2+getWinOrigin().x;
	float tey=getWinSize().height/5+getWinOrigin().y-5;
	pt->setPosition(ccp(tex,tey));
	pt->setPercentage(0);
	this->addChild(pt,2,1);

	isRet=true;
	} while (0);
	return isRet;
}
开发者ID:joyfish,项目名称:cocos2d-1,代码行数:30,代码来源:LoadingLayer.cpp

示例6: init

bool HSShowEndurance::init()
{
    for (int i=0; i<HSShowEndurance::S_C_ENDURANCE_COUNT; ++i)
    {
        CCString* pPanel = CCString::createWithFormat("UI_Benfangxinxiban_Naili_%d",i);
        
        HSCCSprite* pSprite = HS_FIND_UI_PANEL_SPRITE(pPanel->getCString(),"Naili_1");
        pSprite->setVisible(false);
        
        CCProgressTimer* pProgress = CCProgressTimer::create(pSprite);
        pProgress->setType(kCCProgressTimerTypeBar);
        pProgress->setPosition(pSprite->getPosition());
        pProgress->setMidpoint(ccp(0.5,0));
        pProgress->setBarChangeRate(ccp(0,1));
        i < HSShowEndurance::S_CURRENT_ENDURANCE_COUNT  ? pProgress->setPercentage(100) : pProgress->setPercentage(0);
        pSprite->getParent()->addChild(pProgress,2000);
        m_enduranceMap.insert(pair<int, CCProgressTimer*>(i + 1,pProgress));
        
        CC_SAFE_RELEASE_NULL(pPanel);
    }
    
    HSCCSprite* pSprite = HS_FIND_UI_PANEL_SPRITE("UI_Benfangxinxiban_Nailijishiqi","Pipeinailidiban");
    
    m_pMaxLabel = CCLabelTTF::create("MAX", HS_FONT_HuaKang, 25, pSprite->getContentSize(), kCCTextAlignmentCenter,kCCVerticalTextAlignmentCenter);
    m_pMaxLabel->setAnchorPoint(HS_ANCHOR_CENTER);
    m_pMaxLabel->setPosition(pSprite->getAnchorPointInPoints());
    m_pMaxLabel->setVisible(false);
    pSprite->addChild(m_pMaxLabel);
    
    this->CreateTimeLabel();
    
    this->schedule(schedule_selector(HSShowEndurance::Updata));
    
	return true;
}
开发者ID:wanggan768q,项目名称:GameWork,代码行数:35,代码来源:HSShowEndurance.cpp

示例7: makeSkillCD

void ControllPanel::makeSkillCD(CCObject *pSender)
{
	CCLog("makeSkillCD");
	//进入CD状态
	this->setMagicCD(true);
	//设置按钮不可用
	m_pMagicItem->setIsEnabled(false);

	//创建技能cd样式
	CCProgressTimer *cd = CCProgressTimer::progressWithFile("actor_btn_mask.png");
	cd->setType(kCCProgressTimerTypeRadialCCW);
	cd->setPosition(m_pMagicItem->getParent()->getPosition());
	cd->setPercentage(99.99f);
	this->addChild(cd, 1000);
	//技能冷却动画
	CCProgressTo *to = CCProgressTo::actionWithDuration(PlayerMrg::getInstance()->getPlayer()->getPlayerSkillCd(), 0);
	//冷却完成之后的回调,销毁对象,同时使技能按钮可用
	CCCallFuncND *callfunn = CCCallFuncND::actionWithTarget(this, callfuncND_selector(ControllPanel::endSkillCD), (void*)cd);
	 
	cd->runAction(CCSequence::actions(to, callfunn, NULL));

	m_lMagicCDLabel->setIsVisible(true);
	schedule(schedule_selector(ControllPanel::updateCountDown), 1.0f);

}
开发者ID:david4750,项目名称:ShootGame,代码行数:25,代码来源:ControllPanel.cpp

示例8: loadCallBack

void LoadingLayer::loadCallBack(CCObject* ped)
{
    loadingNum++;
    CCProgressTimer* pt = (CCProgressTimer*)this->getChildByTag(1);
    //float now = pt->getPercentage();
    pt->setPercentage(loadingNum/totalNum);
    if(loadingNum < totalNum){
	CCLOG("loading...");
    }else{
	CCLOG("loading over");
    }
}
开发者ID:hzfeibao,项目名称:Defender,代码行数:12,代码来源:LoadingLayer.cpp

示例9: onEnter

void CCTransitionRadialCCW::onEnter()
{
	CCTransitionScene::onEnter();
	// create a transparent color layer
	// in which we are going to add our rendertextures
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	// create the second render texture for outScene
	m_OutRT = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);

	if (NULL == m_OutRT)
		return;
	
	m_OutRT->retain();

	m_OutRT->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
	m_OutRT->setPosition(ccp(size.width/2, size.height/2));
	m_OutRT->setAnchorPoint(ccp(0.5f,0.5f));

	//	We need the texture in RenderTexture.
	CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(m_OutRT->getSprite()->getTexture());
	// but it's flipped upside down so we flip the sprite
	outNode->getSprite()->setFlipY(true);

	// fix content scale factor for radial texture
	CCRect rect = CCRectZero;
	rect.size = m_OutRT->getSprite()->getTexture()->getContentSize();
	outNode->getSprite()->setTextureRect(rect, false);
	float scale = 1.0f / CC_CONTENT_SCALE_FACTOR();
	rect.size.width *= scale;
	rect.size.height *= scale;
	outNode->setContentSize(rect.size);

	//	Return the radial type that we want to use
	outNode->setType(radialType());
	outNode->setPercentage(100.f);
	outNode->setPosition(ccp(size.width/2, size.height/2));
	outNode->setAnchorPoint(ccp(0.5f,0.5f));

	// create the blend action
	CCAction * layerAction = CCSequence::actions
	(
		CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
		CCEventCall::actionWithTarget(NULL, createEventHandler(this, &CCTransitionScene::_finish)),
		NULL
	);
	// run the blend action
	outNode->runAction(layerAction);

	// add the layer (which contains our two rendertextures) to the scene
	this->addChild(outNode, 2, kSceneRadial);
}
开发者ID:noriter,项目名称:nit,代码行数:52,代码来源:CCTransitionRadial.cpp

示例10: onEnter

void CCTransitionRadialCCW::onEnter()
{
	CCTransitionScene::onEnter();
	// create a transparent color layer
	// in which we are going to add our rendertextures
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	// create the second render texture for outScene
	CCRenderTexture *outTexture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);

	if (NULL == outTexture)
	{
		return;
	}
	
	outTexture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
	outTexture->setPosition(ccp(size.width/2, size.height/2));
	outTexture->setAnchorPoint(ccp(0.5f,0.5f));

	// render outScene to its texturebuffer
	outTexture->clear(0,0,0,1);
	outTexture->begin();
	m_pOutScene->visit();
	outTexture->end();

	//	Since we've passed the outScene to the texture we don't need it.
	this->hideOutShowIn();

	//	We need the texture in RenderTexture.
	CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(outTexture->getSprite()->getTexture());
	// but it's flipped upside down so we flip the sprite
	outNode->getSprite()->setFlipY(true);
	//	Return the radial type that we want to use
	outNode->setType(radialType());
	outNode->setPercentage(100.f);
	outNode->setPosition(ccp(size.width/2, size.height/2));
	outNode->setAnchorPoint(ccp(0.5f,0.5f));

	// create the blend action
	CCAction * layerAction = CCSequence::actions
	(
		CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
		CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)),
		NULL
	);
	// run the blend action
	outNode->runAction(layerAction);

	// add the layer (which contains our two rendertextures) to the scene
	this->addChild(outNode, 2, kSceneRadial);
}
开发者ID:006,项目名称:ios_lab,代码行数:51,代码来源:CCTransitionRadial.cpp

示例11: init

bool BattleLayer::init()
{
	if(!CCLayer::init())
		return false;
	
	m_label = CCLabelTTF::create("第1波", "", 40);
	m_label->setPosition(ccp(320,800));
	m_label->retain();
	addChild(m_label);
	
	m_effectLabel = CCLabelTTF::create("", "", 30);
	m_effectLabel->setPosition(ccp(320,750));
	m_effectLabel->setColor(ccc3(255,0,0));
	addChild(m_effectLabel);
	
	m_guardLabel = CCLabelTTF::create("", "", 30);
	m_guardLabel->setPosition(ccp(320,700));
	m_guardLabel->setColor(ccc3(255,255,0));
	addChild(m_guardLabel);
	
	m_enemySprite = CCSprite::create("icons/0020.png");
	m_enemySprite->retain();
	
	CCSprite* hpbg = CCSprite::create("hpbar_bg.png");
	CCProgressTimer* hpbar = CCProgressTimer::create(CCSprite::create("hpbar_fore.png"));
	hpbg->setPosition(ccp(50,100));
	hpbar->setPosition(ccp(50,100));
	hpbar->setType(kCCProgressTimerTypeBar);
	hpbar->setBarChangeRate(ccp(1,0));
	hpbar->setPercentage(100);
	hpbar->setMidpoint(CCPointZero);
	hpbar->setTag(0);
	m_enemySprite->addChild(hpbg);
	m_enemySprite->addChild(hpbar);
	
	
	addChild(m_enemySprite,SpritezOrder::Enemy);
	
	m_cardbattleLayer = CardBattleLayer::create();
	m_cardbattleLayer->retain();
	
	m_setTrapLayer = SetTrapLayer::create();
	addChild(m_setTrapLayer);
	
	m_pauseSprite = CCSprite::create("pause.png");
	m_pauseSprite->setPosition(ccp(590,910));
	addChild(m_pauseSprite);
	
	return true;
}
开发者ID:chhao,项目名称:CombatDemo,代码行数:50,代码来源:BattleLayer.cpp

示例12: progressTimerNodeWithRenderTexture

CCProgressTimer* CCTransitionProgressRadialCW::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    
    CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
    
    // but it is flipped upside down so we flip the sprite
    pNode->getSprite()->setFlipY(true);
    pNode->setType( kCCProgressTimerTypeRadial );
    
    //    Return the radial type that we want to use
    pNode->setReverseDirection(true);
    pNode->setPercentage(100);
    pNode->setCenterOrigin(ccp(size.width/2, size.height/2));
    
    return pNode;
}
开发者ID:anarki1234,项目名称:9miao,代码行数:17,代码来源:CCTransitionProgress.cpp

示例13: HeartBar

void ASGame::HeartBar(){
    
    //1.血条
    CCSprite* heartBarSprite = CCSprite::createWithSpriteFrameName("newLifeBar.png");
    CCProgressTimer* heartBar = CCProgressTimer::create(heartBarSprite);
    heartBar->setPosition(ccp(size.width*23.08/80,size.height*85.23/90+winDif*2*alpha*alpha));
    heartBar->setType(kCCProgressTimerTypeBar);
    heartBar->setMidpoint(ccp(0,0.5));
    heartBar->setBarChangeRate(ccp(1, 0));
    heartBar->setPercentage(100);
    addChild(heartBar,4,1*10000000+2222);
    
    //2.生命数字
    string HeartStr = int2string(shengming)  + "/" + int2string(maxShengMing);
    CCLabelTTF* userHeartNumber= CCLabelTTF::create(HeartStr.c_str(), "Arial Rounded MT bold",25);
    userHeartNumber->setPosition(ccp(size.width*26/80,size.height*82/90+winDif*2*alpha*alpha));
    addChild(userHeartNumber,4,1*10000000+2223);
}
开发者ID:nooboracle,项目名称:ForTest,代码行数:18,代码来源:ASHeart.cpp

示例14: nextEnemyGroup

void BattleLayer::nextEnemyGroup()
{
	if(m_curEnemy == 2)
	{
		Game::getInstance()->getGameScene()->setActiveLayer(GameScene::Layer_Result_Win);
		return;
	}
	
	m_curTile = m_terrain->getTileByID(0);
	m_enemySprite->setPosition(m_curTile->getPosition());
	CCProgressTimer* bar = (CCProgressTimer*)m_enemySprite->getChildByTag(0);
	bar->setPercentage(100);
	m_curEnemy++;
	std::stringstream ss;
	ss << "第" << m_curEnemy+1 << "波";
	m_label->setString(ss.str().c_str());
	
	m_preventEnemyBuff = 0;

	fight();
}
开发者ID:chhao,项目名称:CombatDemo,代码行数:21,代码来源:BattleLayer.cpp

示例15: skillCoolHandler

void OptionLayer::skillCoolHandler(CCObject* pSender)
{
    OptionLayer *optionLayer = global->optionLayer;
    UIImageView* skillView = (UIImageView*)pSender;
    global->hero->setAllowMove(false);//动画执行期间角色不可移动
    float SumCD = 10.0f;
    //判断指向对象是否相等来初始化cd时间
    if(optionLayer->getSkill_attack_1() == skillView){
        SumCD = optionLayer->skill_SumCD_1;
        global->hero->RunAttackAction_1();		//执行特殊攻击1动画
    }else if(optionLayer->getSkill_attack_2() == skillView){
        SumCD = optionLayer->skill_SumCD_2;
    }else if(optionLayer->getSkill_attack_3() == skillView){
        SumCD = optionLayer->skill_SumCD_3;
    }else if(optionLayer->getSkill_attack() == skillView){
        SumCD = optionLayer->skill_SumCD_0;
        global->hero->RunAttackAction();		//执行普通攻击动画
    }else if(optionLayer->getBlood_bottle() == skillView){
        SumCD = optionLayer->blood_SumCD;
    }else if(optionLayer->getMagic_bottle() == skillView){
        SumCD = optionLayer->magic_SumCD;
    }
    skillView->setTouchEnabled(false);		//CD开始,禁止本技能使用
    //初始化 cd遮罩
    CCTexture2D *spriteTx = CCTextureCache::sharedTextureCache()->addImage("Skill_UI/cooling_cover.png");
    CCSprite * SkillCover = CCSprite::createWithTexture(spriteTx);
    CCProgressTimer *skillTimer  = CCProgressTimer::create(SkillCover);
    skillTimer->setOpacity(125);							//透明度
    skillTimer->setPosition(skillView->getPosition());//将进度遮罩设置在技能图标位置上
    optionLayer->getSkillUI()->addChild(skillTimer);
    
    skillTimer->setType(kCCProgressTimerTypeRadial);//扇形
    skillTimer->setPercentage(100);
    skillTimer->setReverseProgress(true);
    
    CCProgressTo* cdAction=CCProgressTo::create(SumCD, 100);
    CCCallFuncND* func=CCCallFuncND::create(this, callfuncND_selector(OptionLayer::allowToClick),skillView);//附带skillView参数 方便cd结束后处理
    CCFiniteTimeAction* seq=CCSequence::create(cdAction,func,NULL);
    skillTimer->runAction(seq);
}
开发者ID:HUjinshuai,项目名称:-,代码行数:40,代码来源:OptionLayer.cpp


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