CCSceneExtension support async loading plist?
I found there is a methond in CCSceneExtension void addImageAsync(const char* pFile); do it support async loading plist? like files generate by TexturePacker? Thanks
if u have two filles "hello.png" & "hello.plist", u just need to load image file into texture container not plist file, the plist file just a parser file in use.
addImage("hello.png"); // do load image CCSpriteFrameCache::addSpriteFramesWithFile("hello.plist", "hello.png"); // will not load image again, but it will parse the plist file and it will be fast.
addImageAsync("hello.png"); // it's on async protocol onLoadResourcesCompleted() { CCSpriteFrameCache::addSpriteFramesWithFile("hello.plist", "hello.png"); // it will be fast also. }
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主题: [CocosBase] CCSceneExtension support async loading plist? (#2)
I found there is a methond in CCSceneExtension void addImageAsync(const char* pFile); do it support async loading plist? like files generate by TexturePacker? Thanks
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