--local MainSceneConfig = require "res.scripts.configs.MainSceneConfig" -- 暂时添加一个临时配置文件
--require "res.scripts.scenes.MainScene" -- 加载事件
OnLoadingStart = "OnLoadingStart";
OnLoadingProcess = "OnLoadingProcess";
OnLoadingEnd = "OnLoadingEnd"; -- 加载类型
SOUNDTYPE = "sounds";
TEXTURETYPE = "textures";
ATLASTYPE = "atlas";
ANIMATIONTYPE = "animations";
EFFECTTYPE = "effects"; -- 加载控制逻辑
local LoadingController = class("LoadingController", Behavior); function LoadingController:ctor(sceneName)
LoadingController.super.ctor(self); -- 定义成员变量
self.progress = ; -- 加载进度
self.totalLoadingNum = ; --加载总数数量
self.curLoadingNum = ; -- 当前加载数量
self.loadingConfig = ""; -- 资源配置文件 self.log = nil; -- 加载界面log
self.btmLabel = nil; --进度显示标签
self.uiLayout = nil; -- 加载界面布局
self.uiLayer = nil; -- 加载界面层
self.curScene = nil; -- 上一个场景
self.nextScene = nil; -- 下一个场景
self.config = res[sceneName];-- 配置文件
self.curSceneName = sceneName; self.isLoaded = false; -- 随机抽取一只怪物
local animKeys = table.keys(res.animations);
if #animKeys > then
local index = math.random(, #animKeys);
self.animName = tostring(animKeys[index]);
self.loadingxml = res.animations[self.animName];
self.loadingplist = string.gsub(self.loadingxml, ".xml", ".plist")
self.loadingpng = string.gsub (self.loadingxml, ".xml", ".png")
end
end function LoadingController:run( )
self.curScene = SceneM.getRunningScene();
self.nextScene = nil; -- 1.ui层
self.uiLayer = ObjectFactory.newLayer();
self.uiLayer:setColor(ccc3(, , )); -- 2.创建构成加载场景的元素
self.btmLabel = ObjectFactory.newBMFontLabel({text = "Loading 0%", font = res.fonts.UIFont,})
self.btmLabel:setPosition(ccp(Screen.cx, Screen.cy - ));
self.uiLayer:addChild(self.btmLabel);
if self.loadingxml then
CCArmatureDataManager:sharedArmatureDataManager():addArmatureFileInfoAsync(self.loadingpng, self.loadingplist, self.loadingxml, function ( )
if self.isLoaded then
return;
end
local lion = ObjectFactory.newArmature(self.animName);
lion:setPosition(ccp(Screen.cx,Screen.cy));
lion:addParent(self.uiLayer);
lion:getComponent("Animation"):play("run", WrapMode.Loop);
end)
end -- 3. 添加到场景
SceneM.dontDestroy(self.uiLayer); -- 4. 关掉触摸消息
CCDirector:sharedDirector():getTouchDispatcher():setDispatchEvents(false); -- 5. 关掉动作管理
CCDirector:sharedDirector():getActionManager():removeAllActions(); -- 6. 退出当前场景
if self.curScene then
self.curScene:setVisible(false);
end -- 7. 重新初始化管理类
SceneM.uiLayers = {}; -- 8.延迟清除当前资源,并且加载下一个场景资源
performWithDelay(function ( )
self:cleanup();
self:startLoading(self.config);
end, 0.01) -- 9. 回收lua内存
collectgarbage("collect")
end function LoadingController:startLoading(theloadingconfig)
if theloadingconfig == nil then
self.isLoaded = true;
-- 切换场景
self.nextScene = ObjectFactory.newScene(self.curSceneName);
SceneM.curScene = self.nextScene;
self.nextScene:addComponent(self.curSceneName,SceneM.getSceneController(self.curSceneName)); -- 关闭加载层
SceneM.destroy(self.uiLayer); -- 开启触摸消息
CCDirector:sharedDirector():getTouchDispatcher():setDispatchEvents(true); -- 记录配置文件路径
SceneM.lastSceneName = self.curSceneName; -- 切换到新场景
SceneM.replaceScene(self.nextScene, "crossfade", 0.2, Screen.COLOR_WHITE);
return;
end
print ("start loading")
self.loadingConfig = theloadingconfig;
local resTypes = {"sounds","textures","atlas","animations","effects"}
local curIndex = ;
-- 1.开始当前场景加载资源
self.curLoadingNum =
local totalNum =
local function loopRes( t , resType)
if self.curLoadingNum > self.totalLoadingNum then
return;
end
if t == nil then
curIndex = curIndex + ;
local resType = resTypes[curIndex];
print("加载类型:",resType);
print("加载:",theloadingconfig[resType]);
loopRes(theloadingconfig[resType], resType);
return;
end
local keys = table.keys(t);
totalNum = totalNum + #keys;
local tempIndex = ;
local function loadRes( )
self.curLoadingNum = self.curLoadingNum + ;
if self.curLoadingNum > self.totalLoadingNum then
return;
end
--print("====",self.curLoadingNum , totalNum)
if self.curLoadingNum > totalNum then
tempIndex = ;
curIndex = curIndex + ;
local resType = resTypes[curIndex];
self.curLoadingNum = self.curLoadingNum - ;
loopRes(theloadingconfig[resType], resType);
return;
end
local key = keys[tempIndex];
local value = t[key];
tempIndex = tempIndex + ;
if (tolua.type(value) == "table") then
loopRes( value );
elseif (tolua.type(value) == "string") then
if resType == SOUNDTYPE then
-- 1.异步声音加载
--print("加载声音:", value);
Audio.preloadEffect(value);
performWithDelay(function ( )
loadRes();
end, CCDirector:sharedDirector():deltaTime())
end if resType == TEXTURETYPE then
-- 2.异步纹理加载
--print("加载纹理:", value);
CCTextureCache:sharedTextureCache():addImageAsync(value, function ( )
self:CheckedResLoaded(); -- 检测下是否加载完毕
performWithDelay(function ( )
loadRes();
end, CCDirector:sharedDirector():deltaTime())
end);
end if resType == ATLASTYPE then
-- 2.异步纹理加载
local png = string.gsub(value, ".plist", ".png")
--print("加载图集:",png);
CCTextureCache:sharedTextureCache():addImageAsync(png, function ( )
-- 添加plist 到 CCSpriteFrameCache
CCSpriteFrameCache:sharedSpriteFrameCache():addSpriteFramesWithFile(value)
self:CheckedResLoaded(); -- 检测下是否加载完毕
performWithDelay(function ( )
loadRes();
end, CCDirector:sharedDirector():deltaTime())
end);
end if resType == ANIMATIONTYPE or resType == EFFECTTYPE then
--3.异步动画加载
local plist = string.gsub(value, ".xml", ".plist")
local png = string.gsub (value, ".xml", ".png")
--print("加载骨骼动画:",png, plist, value);
CCArmatureDataManager:sharedArmatureDataManager():addArmatureFileInfoAsync(png, plist, value, function ( )
self:CheckedResLoaded(); -- 检测下是否加载完毕
performWithDelay(function ( )
loadRes();
end, CCDirector:sharedDirector():deltaTime())
end)
end
end
end loadRes();
end
-- 计算加载的资源总数
local function size( config )
return #table.keys(config.textures)
+ #table.keys(config.sounds)
+ #table.keys(config.fonts)
+ #table.keys(config.animations)
+ #table.keys(config.atlas)
+ #table.keys(config.effects);
end
self.totalLoadingNum = size(theloadingconfig); -- 加载场景资源
local resType = resTypes[curIndex];
print("加载类型:",resType);
print("加载:",theloadingconfig[resType]);
loopRes(theloadingconfig[resType], resType);
end -- 检测是否加载完毕
function LoadingController:CheckedResLoaded( )
if self.curLoadingNum <= self.totalLoadingNum then
-- 1.更新当前进度
local percent = math.modf(self.curLoadingNum * / self.totalLoadingNum)
self.btmLabel:setString(string.format("Loading %s%%", percent));
end -- 2.检测下是否加载完毕
if (self.curLoadingNum == self.totalLoadingNum) then
local function onComplete(event)
print ("loading res finished!")
self.isLoaded = true;
-- 切换场景
self.nextScene = ObjectFactory.newScene(self.curSceneName);
SceneM.curScene = self.nextScene;
self.nextScene:addComponent(self.curSceneName,SceneM.getSceneController(self.curSceneName)); -- 关闭加载层
SceneM.destroy(self.uiLayer); -- 开启触摸消息
CCDirector:sharedDirector():getTouchDispatcher():setDispatchEvents(true); -- 记录配置文件路径
SceneM.lastSceneName = self.curSceneName; -- 切换到新场景
SceneM.replaceScene(self.nextScene, "crossfade", 0.2, Screen.COLOR_WHITE);
end
-- 等待一帧 不然最后一次无法绘制
performWithDelay(onComplete, CCDirector:sharedDirector():deltaTime() * );
end
end -- 清理资源
function LoadingController:cleanup( )
CCDirector:sharedDirector():getActionManager():removeAllActions();
-- 获得上一个场景配置,根据配置删除
if SceneM.lastSceneName then
local lastConfig = res[SceneM.lastSceneName];
local function removeRes( t , resType)
if t == nil or type(t) ~= "table" then
return;
end
for key, value in pairs(t) do
if (tolua.type(value) == "table") then
loopRes( value );
elseif (tolua.type(value) == "string") then
if resType == SOUNDTYPE then
-- 1.删除声音
Audio.unloadSound(value);
end if resType == TEXTURETYPE then
-- 2.删除纹理
CCTextureCache:sharedTextureCache():removeTextureForKey(value);
end if resType == ATLASTYPE then
-- 3.删除plist纹理
CCSpriteFrameCache:sharedSpriteFrameCache():removeSpriteFramesFromFile(value);
value = string.gsub(value, ".plist", ".png");
CCTextureCache:sharedTextureCache():removeTextureForKey(value);
end if resType == ANIMATIONTYPE then
-- 4.删除动画
print("删除骨骼动画资源:",value);
value = string.gsub(value, ".xml", ".png");
CCTextureCache:sharedTextureCache():removeTextureForKey(value);
value = string.gsub(value, ".png", ".plist");
CCSpriteFrameCache:sharedSpriteFrameCache():removeSpriteFramesFromFile(value);
--CCArmatureDataManager:purge();
end
end
end
end
removeRes(lastConfig.sounds, SOUNDTYPE); --删除声音资源
removeRes(lastConfig.textures, TEXTURETYPE); --删除纹理资源
removeRes(lastConfig.atlas, ATLASTYPE); --删除图集资源
removeRes(lastConfig.animations, ANIMATIONTYPE); --删除动画资源
removeRes(lastConfig.effects, ANIMATIONTYPE); --删除动画资源 -- 移除临时动态公共资源
if ResM.tempPathCache then
removeRes(ResM.tempPathCache.sounds, SOUNDTYPE); --删除声音资源
removeRes(ResM.tempPathCache.textures, TEXTURETYPE); --删除纹理资源
removeRes(ResM.tempPathCache.atlas, ATLASTYPE); --删除图集资源
removeRes(ResM.tempPathCache.animations, ANIMATIONTYPE); --删除动画资源
end
ResM.init(); CCTextureCache:sharedTextureCache():dumpCachedTextureInfo();
end -- CCSpriteFrameCache:purgeSharedSpriteFrameCache();
-- CCTextureCache:sharedTextureCache():removeAllTextures();
-- CCArmatureDataManager:purge();
end return LoadingController;