2014-10-18 42 views
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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?

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什麼錯誤顯示 – 2014-10-18 14:01:49

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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

回答

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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; 
} 
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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