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EventDispatherについての調査資料3
bool RogueScene::init() {

	... 省略 ...

    auto foreground_player_listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND_ROGUE, [actorSprite](EventCustom* event){
        CCLOG("event! EVENT_COME_TO_FOREGROUND_ROGUE actorSprite");
        // 左向け左!
        actorSprite->runLeftAction();
    });
    this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(foreground_player_listener, actorSprite);

	... 省略 ...
}

結果はこうなります。

thisのRogueSceneにactorSpriteがaddされているの親のSceneのイベントが最後に制御されます。

cocos2d: event! EVENT_COME_TO_FOREGROUND_ROGUE actorSprite
cocos2d: event! EVENT_COME_TO_FOREGROUND_ROGUE this
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