For example, if only the ownership feature is being used, only the OnError , OnInitComplete , and OnOwnership callbacks are required as shown below. The callback response speed slows down if the call cycle is long, so it is better to maintain an appropriate call cycle.
Cocos2dx can use a schedule function opens new window to process necessary work on a regular cycle. The OnInitComplete callback is called if the unsynchronized procedures are successful, and the OnError callback is called if an error occurs. Connect and share knowledge within a single location that is structured and easy to search. Why dealloc is not called for above code? The only reason that dealoc is not called after sending release that the object is retained by someone else added to NSArray or NSDictionary, retained by one of your objects, you have run action on it, etc.
If you don't know, what object retains your object, override it's retain method as. Then place breakpoint inside this method. Then you will be able to see the call stack every time something want to retain your object.
You can also override release method. Finally resolved this problem. Special thanks to Morion. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. Cocos2d : dealloc is not called after calling release Ask Question. Although we do not recommend projects under development, especially projects that are about to go live, to upgrade to v3.
This tool supports importing old projects, project resources, and project code very well. Code-assisted migration will convert JavaScript into TypeScript , and automatically add component type declarations, property declarations and function declarations.
The references of components in the scene will be preserved, and the code inside the function will be imported in the form of comments, which can reduce the difficulty of upgrading. Note : it is recommended to upgrade to v2. All the resources in the v2. Developers can reconfirm the resources to be imported and then click the Import button in the bottom right corner of the panel to complete the import. If the developer wants to switch the imported 2.
The Manual button in the bottom left corner of the panel will take you to the GitHub repository for the Import Plugin, which can be used to update the Import Plugin or submit feedback. The API for v3. The interfaces related to coordinate transformation calculation e. If there is no rendering component, you can set the rendering component's color by adding the UIOpacity component and setting the related property. Remove the interfaces: copyWithZone , copy , clone and ensureLoadTexture.
The remaining methods corresponding to get and set e. All relevant changes need to be done by getting a Material instance on MeshRenderer or its subclasses. When using bundle.
The builds of all platforms in v3. The unique build options of each platform will be placed in a foldable section control separately. After clicking the build button, it will jump to the Build Tasks panel, where all built platforms will be displayed. You can modify the build options of the built project in this panel and then rebuild, view the build log, open the project directory, etc.
If you need to compile for other platforms, click the New Build Task button at the top left of the panel. In addition, it supports the construction of multi-module results with file separation during construction, which facilitates concurrent loading of multiple modules and dynamic loading of modules, and the WeChat engine plug-in supports the selection of different physical engine backends. The settings. Select the resource in the Assets panel to display resource thumbnails in the Asset Preview panel.
If the folder where the resource is located is selected, the thumbnails of all resources under the folder can be displayed for easy viewing. PhysicsGroup type independently, and no longer shares the group configuration with Node.
Layers :. Texture Compression is modified to configure the preset in the Project Setting panel, then select the image resource in the Assets panel, and then select the preset method. After the old project is upgraded, the editor will automatically scan all the compressed texture configurations in the project and sort out several presets. Since it is automatically scanned, the generated name may not be what you want, you can modify it here.
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