我开发了 {
"entityInfo": {
"entity": "",
"tenantId": "",
"timeStamp": "2016-04-07T07:25:49.711Z"
},
"collections": {
"Customer29Jan16": {
"meta": {
"parentreference": "***",
"pkname": "***",
"fkname": "***"
},
"rowset": [
{
"CuId": "test",
"Name": "test",
"Quantity": "test",
"Rate": "test",
"Amount": "test"
},
{
"CuId": "test",
"Name": "test",
"Quantity": "test",
"Rate": "test",
"Amount": "test"
},
{
"CuId": "test",
"Name": "test",
"Quantity": "test",
"Rate": "test",
"Amount": "test"
},
{
"CuId": "test",
"Name": "test",
"Quantity": "test",
"Rate": "test",
"Amount": "test"
},
{
"CuId": "test",
"Name": "test",
"Quantity": "test",
"Rate": "test",
"Amount": "test"
}
],
"rowfilter": []
}
}
}
游戏,我在cocos 2dx
中运行animation
,我希望获得当前的Sprite
,我尝试了以下代码:
texture name
但是它给了我CCSpriteFrame *frameN = fisherManBoat->displayFrame();
frameName = frameN->_textureFilename;
受到保护的错误,所以我该如何解决呢?如果它不起作用那么我还能尝试什么?因为屏幕上有一个按钮,我点击并动画运行,我想让它流畅。因此,如果动画介于两者之间再次录制,则它不会再次从其当前点开始。
答案 0 :(得分:0)
如果要访问_textureFilename变量,则需要修改CCSpriteFrame.h文件。
首先,您需要在CCSpriteFrame.h文件中找到此代码
protected:
Vec2 _offset;
Size _originalSize;
Rect _rectInPixels;
bool _rotated;
Rect _rect;
Vec2 _offsetInPixels;
Size _originalSizeInPixels;
Texture2D *_texture;
std::string _textureFilename;
PolygonInfo _polygonInfo;
从此代码中删除以下行
std::string _textureFilename;
现在你必须将它粘贴在CCSpriteFrame.h文件的顶部,其中定义了公共范围。
class CC_DLL SpriteFrame : public Ref, public Clonable
{
public:
std::string _textureFilename;
我希望它会对你有所帮助。感谢。