1.生命周期:
与unity基本一样,生命周期中的Awake变成了OnLoad,剩下的基本一样吧:
http://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html
<http://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html>
2.component:
与unity不同的是,没有与gameObject对应的概念,transform对应节点node,显示或者隐藏为
this.node.active = true;/false;
cc.find("Canvas/GameUI").active = false;
3.数据本地存储(数据持久化):
unity一般用PlayerPrefs就够了,creator中用cc.sys.localStorage.getItem("key", value);
https://blog.csdn.net/maximilianliu/article/details/79368671
<https://blog.csdn.net/maximilianliu/article/details/79368671>
4.适配:
creator一般是用Widget组件去控制;
5.输入事件:
占个坑,还不确定用什么好,留个参考:
https://blog.csdn.net/qq_35131940/article/details/77584624
<https://blog.csdn.net/qq_35131940/article/details/77584624>
6.碰撞事件:
creator中的碰撞要先开启才能检测到:
var clidManager = cc.director.getCollisionManager(); clidManager.enabled =
true; clidManager.enabledDebugDraw = true;
之后才能检测,参考:
https://blog.csdn.net/wzyezqxl/article/details/52126036
<https://blog.csdn.net/wzyezqxl/article/details/52126036>
7.脚本之间的调用:
在creator中叫做模块化脚本:
http://docs.cocos.com/creator/manual/zh/scripting/modular-script.html
<http://docs.cocos.com/creator/manual/zh/scripting/modular-script.html>
这个地方还是有很多不懂的,等下再学下下;因为调用总是会有问题(this指代不对等);
8.单例:
https://blog.csdn.net/leovnay/article/details/79272977
<https://blog.csdn.net/leovnay/article/details/79272977>
9.加载场景:
cc.director.loadScene("Main");
有时需要预加载:
http://docs.cocos.com/creator/manual/zh/scripting/scene-managing.html
<http://docs.cocos.com/creator/manual/zh/scripting/scene-managing.html>
10.按钮点击:
跟unity差不过,拖过去,或者addListener
11.计时器:
比unity好的地方,计时非常方便:
http://docs.cocos.com/creator/manual/zh/scripting/scheduler.html
<http://docs.cocos.com/creator/manual/zh/scripting/scheduler.html>
12.
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