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[engine] 修复勾选延迟加载资源时资源不会加载的问题
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@ -819,8 +819,10 @@ let Label = cc.Class({
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// 根据材质更新 uniform
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// 根据材质更新 uniform
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const isMultiMaterial = material.material.isMultiSupport();
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const isMultiMaterial = material.material.isMultiSupport();
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if (isMultiMaterial) {
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if (isMultiMaterial) {
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// 贴图在 updateRenderData 才确定下来
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const texture = this._frame._texture;
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// if (texture) this._updateMultiTexId(material, texture);
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if (texture instanceof cc.Texture2D && !texture.loaded) {
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cc.assetManager.postLoadNative(texture);
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}
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this._texIdDirty = true;
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this._texIdDirty = true;
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} else {
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} else {
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material.setProperty('texture', this._frame._texture);
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material.setProperty('texture', this._frame._texture);
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@ -261,6 +261,10 @@ var MotionStreak = cc.Class({
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const isMultiMaterial = material.material.isMultiSupport();
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const isMultiMaterial = material.material.isMultiSupport();
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if (isMultiMaterial) {
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if (isMultiMaterial) {
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if (!this._texture) return;
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if (!this._texture) return;
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const texture = this._texture;
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if (texture instanceof cc.Texture2D && !texture.loaded) {
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cc.assetManager.postLoadNative(texture);
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}
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this._updateMultiTexId(material, this._texture);
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this._updateMultiTexId(material, this._texture);
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} else {
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} else {
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const textureImpl = this._texture && this._texture.getImpl();
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const textureImpl = this._texture && this._texture.getImpl();
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@ -486,8 +486,9 @@ var Sprite = cc.Class({
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// 根据材质更新 uniform
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// 根据材质更新 uniform
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const isMultiMaterial = material.material.isMultiSupport();
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const isMultiMaterial = material.material.isMultiSupport();
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if (isMultiMaterial) {
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if (isMultiMaterial) {
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// 在 assembler 中进行更新性能会更好,不需要每次 setSpriteFrame 都更新,并且动态图集会导致两次触发
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if (texture instanceof cc.Texture2D && !texture.loaded) {
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// if (texture) this._updateMultiTexId(material, texture);
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cc.assetManager.postLoadNative(texture);
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}
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this._texIdDirty = true;
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this._texIdDirty = true;
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} else {
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} else {
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const textureImpl = texture && texture.getImpl();
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const textureImpl = texture && texture.getImpl();
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