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初始化
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40
jsb-adapter/engine/assemblers/sprite/2d/sliced.js
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40
jsb-adapter/engine/assemblers/sprite/2d/sliced.js
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/****************************************************************************
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Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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let proto = cc.Sprite.__assembler__.Sliced.prototype;
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let nativeProto = renderer.SlicedSprite2D.prototype;
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proto.updateWorldVerts = function(comp) {
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this._dirtyPtr[0] |= cc.Assembler.FLAG_VERTICES_DIRTY;
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};
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proto._extendNative = function () {
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nativeProto.ctor.call(this);
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};
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proto.initLocal = function () {
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this._local = new Float32Array(8);
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nativeProto.setLocalData.call(this, this._local);
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};
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