How to leverage CCSpriteBatchNode when frames are distributed into multiple textures
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In my game, there're plenty of enemies(subclass of `CCNode`) which animation frames are distributed into multiple texture files(enemy01.png, enemy02.png...) and enemies from different textures may be generated in the same scene.

I'd like to have a unified way to dynamically add a randomly generated enemy to the correct `CCSpriteBatchNode`, but a lookup table seems not so elegant. Is there any better way to handle it?

Thanks
