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可以看到引擎中很多地方其实为了处理这套逻辑在 cloneTo 里加了很多兜底代码。 比如:
// Renderer._cloneTo _cloneTo(target: Renderer, srcRoot: Entity, targetRoot: Entity): void { const materials = this._materials; for (let i = 0, n = materials.length; i < n; i++) { target._setMaterial(i, materials[i]); } }
// MeshRenderer._cloneTo override _cloneTo(target: MeshRenderer, srcRoot: Entity, targetRoot: Entity): void { super._cloneTo(target, srcRoot, targetRoot); target.mesh = this._mesh; }
// 其他如 SpriteRenderer,TextRenderer 中的逻辑就不枚举了
在执行的时候,反而执行了更多的逻辑。
The text was updated successfully, but these errors were encountered:
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可以看到引擎中很多地方其实为了处理这套逻辑在 cloneTo 里加了很多兜底代码。
比如:
// 其他如 SpriteRenderer,TextRenderer 中的逻辑就不枚举了
在执行的时候,反而执行了更多的逻辑。
The text was updated successfully, but these errors were encountered: