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我想要做的音頻滑塊控制在cocos2d V3音量。 正如我可以在cocos2d V2滑塊可以看到通過該https://github.com/YannickL/CCControlExtension 被創建,但在V3實在不行。我該怎麼做?謝謝!音量滑塊對cocos2d的V3?
我想要做的音頻滑塊控制在cocos2d V3音量。 正如我可以在cocos2d V2滑塊可以看到通過該https://github.com/YannickL/CCControlExtension 被創建,但在V3實在不行。我該怎麼做?謝謝!音量滑塊對cocos2d的V3?
這是我如何使用V3.2.1 CCSlider控制做一個音頻滑塊。它是椰樹的標準UI玩具的一部分,用這個來代替擴展:
CCSpriteFrame *frRuler = [CCSpriteFrame frameWithImageNamed:@"slider_track.png"];
CCSpriteFrame *frKnob = [CCSpriteFrame frameWithImageNamed:@"slider_knob.png"];
_mainGain = [[CCSlider alloc] initWithBackground:frRuler andHandleImage:frKnob];
[self addChild:_mainGain];
[_mainGain setTarget:self selector:@selector(onMainGainChange:)];
_mainGain.positionType = CCPositionTypePoints;
_mainGain.anchorPoint = ccp(.5, .5);
_mainGain.visible = YES;
_mainGain.position = ccp(kScreenWidth/2, kScreenHeight/2 - deviceOffset(55));
_mainGain.continuous = YES;
_mainGain.sliderValue = [BattlesStatus sharedBattlesStatus].settings.audio.masterVolumeGain;
的「onMainGainChanged:」選擇被調用時在每個更新間隔的滑塊滑動。我對其進行處理如下:
- (void)onMainGainChange:(id)sender {
CCSlider *sl = (CCSlider *) sender;
TRACE(@"New setting is %f", sl.sliderValue);
[BattlesStatus sharedBattlesStatus].settings.audio.masterVolumeGain = sl.sliderValue;
_isSettingsDirty = YES;
}
謝謝!有用!但是我有空的和完整的酒吧,如何讓填充進度? – Vitalyz123 2014-10-18 14:33:08
什麼錯誤顯示 – 2014-10-18 14:01:49
https://github.com/YannickL/CCControlExtension 這裏注意的是cocos2d的v3提供本地控制,所以我不知道如何使用這個控件) – Vitalyz123 2014-10-18 14:06:37