Cocos2d iphone 如何在cocos2d中当前操作之后运行操作(不停止当前操作并运行新操作)

Cocos2d iphone 如何在cocos2d中当前操作之后运行操作(不停止当前操作并运行新操作),cocos2d-iphone,queue,ccaction,Cocos2d Iphone,Queue,Ccaction,我在cocos2d中使用runAction时遇到了一个问题 我希望在触摸开始时运行操作,并在触摸结束时运行操作。实现如下代码所示: -(void) touchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CCActionInterval* zoomAction = [CCActionSequence actions: [CCActionScaleTo actionWithDuration:0.1 scale:m_zoom

我在cocos2d中使用runAction时遇到了一个问题

我希望在触摸开始时运行操作,并在触摸结束时运行操作。实现如下代码所示:

-(void) touchBegan:(UITouch *)touch withEvent:(UIEvent *)event 
{
    CCActionInterval* zoomAction = [CCActionSequence actions:
    [CCActionScaleTo actionWithDuration:0.1 scale:m_zoomScale],nil];
    [self runAction:zoomAction];
}

-(void) touchEnded:(UITouch *)touch withEvent:(UIEvent *)event 
{
    CCActionInterval* zoomAction = [CCActionSequence actions:[CCActionScaleTo actionWithDuration:0.1 scale:1.0],nil];
    [self runAction:zoomAction];
}
但是,如果在touchBegin动画完成之前触发touchEnded动画,它将跳过begin动画并开始直接运行end动画。在当前精灵未运行任何操作(如将操作添加到操作队列)之后,Cocos2d中是否有任何方法可以运行操作?

您可以尝试使用:

-(void) touchEnded:(UITouch *)touch withEvent:(UIEvent *)event 
{
    CCActionInterval* newZoomAction = [CCActionSequence actions:[CCActionScaleTo actionWithDuration:0.1 scale:1.0],nil];
    [self runAction:[CCSequence actions:self.actions, newZoomAction,nil]];
}

在触摸开始之前,您是如何触发触摸结束的?这是什么版本的cocos2d?这就是生成操作的目的