在cocos2dx中加载CocoStudio

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  1. 添加引用
    #include "cocos-ext.h"using namespace cocos2d::gui;using namespace cocos2d::extension;  USING_NS_CC;


  2. 加载UI
    Widget *widget = GUIReader::getInstance()->widgetFromJsonFile("DemoShop/DemoShop.ExportJson");this->addChild(widget ,0);
    m_pUILayer = UILayer::create();m_pUILayer->scheduleUpdate();addChild(m_pUILayer);Layout* shop_root = static_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile("TestButton/TestButton_1.ExportJson"));m_pUILayer->addWidget(shop_root);


    获取UI组件并添加点击事件
    UIButton* loginBtn = dynamic_cast<UIButton*>(widget->getChildByTag(3)); loginBtn->addTouchEventListener(this,toucheventselector(HelloWorld::touchButton));


  3. 加载动画
    CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("Player/DemoPlayer0.png","Player/DemoPlayer0.plist","Player/DemoPlayer.ExportJson");CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("Player/DemoPlayer1.png","Player/DemoPlayer1.plist","Player/DemoPlayer.ExportJson");armature = CCArmature::create("DemoPlayer");//播放指定动作armature->getAnimation()->playByIndex(0);//修改属性armature->setScale(0.1f);//设置动画精灵位置armature->setPosition(ccp(100,100));//添加到当前页面this->addChild(armature,2);


  4. 加载scene
    // 加载sceneCCNode *pNode = SceneReader::sharedSceneReader()->createNodeWithSceneFile("jack.json"); this->addChild(pNode);


    获取UI组件并添加点击事件
    CCComRender *pUIRender = static_cast<CCComRender*>(pNode->getChildByTag(10007)->getComponent("GUIComponent"));  //UI tag and nameUILayer *pUILayer = static_cast<UILayer*>(pUIRender->getNode());  UIButton *pHPLoadingBar = static_cast<UIButton*>(pUILayer->getWidgetByName("Play"));  // button namepHPLoadingBar->addTouchEventListener(this,toucheventselector(HelloWorld::touchButton));
    void HelloWorld::touchButton(CCObject* object,TouchEventType type){  switch (type)  {  case TouchEventType::TOUCH_EVENT_BEGAN:    CCLog("TOUCH_EVENT_BEGAN");    break;  case TouchEventType::TOUCH_EVENT_MOVED:    CCLog("TOUCH_EVENT_MOVED");    break;  case TouchEventType::TOUCH_EVENT_ENDED:   CCLog("TOUCH_EVENT_ENDED");    break;  case TouchEventType::TOUCH_EVENT_CANCELED:    CCLog("TOUCH_EVENT_CANCELED");    break;  default:    break;  }}

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