读取cocoStudio中的Animation

读取序列帧的过程:
ArmatureDataManager::getInstance()->addArmatureFileInfo("AnimationTest/AnimationTest.ExportJson");
	Armature* arm = Armature::create("AnimationTest");
	
	arm->setPosition(200,200);
	this->addChild(arm);

	arm->getAnimation()->setMovementEventCallFunc([=](Armature* arm,MovementEventType type,std::string id){
		if (type == MovementEventType::START)
		{
			CCLOG("START:%s-------",id.c_str());
			
		}
		else if (type == MovementEventType::COMPLETE)
		{
			CCLOG("COMPLETE:%s------------",id.c_str());
			arm->getAnimation()->play("jump");
		}

	});
	arm->getAnimation()->play("Animation1");

读取骨骼动画:


ArmatureDataManager::getInstance()->addArmatureFileInfo("Export/Wolfs/Wolfs.ExportJson");
	Armature* arm = Armature::create("Wolfs");
	arm->setPosition(200,200);
	this->addChild(arm);
	arm->getAnimation()->setFrameEventCallFunc([=](Bone *bone,const std::string& frameEventName,int originFrameIndex,int currentFrameIndex){
		CCLOG("bone:%s,EventName:%s",bone->getName().c_str(),frameEventName.c_str());
	});
	arm->getAnimation()->play("Animation2");

读取UI:


	auto uiLayer = GUIReader::getInstance()->widgetFromJsonFile("StartUI/StartUI.ExportJson");
	this->addChild(uiLayer);

ui中的层级关系使用getChildByName实现。

如下实现:

LoadingBar* loadb = (LoadingBar*)uicheb->getChildByName("Image_4")->getChildByName("ProgressBar_6");

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