(function(){ if(!cc.Sprite.__assembler__.Tiled3D) return; let proto = cc.Sprite.__assembler__.Tiled3D.prototype; Object.assign(proto, { updateWorldVerts (sprite) { let local = this._local; let localX = local.x, localY = local.y; let world = this._renderData.vDatas[0]; let { row, col } = this; let x, x1, y, y1; let vertexOffset = 0; for (let yindex = 0, ylength = row; yindex < ylength; ++yindex) { y = localY[yindex]; y1 = localY[yindex + 1]; for (let xindex = 0, xlength = col; xindex < xlength; ++xindex) { x = localX[xindex]; x1 = localX[xindex + 1]; // left bottom let padding = 6; world[vertexOffset] = x; world[vertexOffset + 1] = y; world[vertexOffset + 2] = 0; vertexOffset += padding; // right bottom world[vertexOffset] = x1; world[vertexOffset + 1] = y; world[vertexOffset + 2] = 0; vertexOffset += padding; // left top world[vertexOffset] = x; world[vertexOffset + 1] = y1; world[vertexOffset + 2] = 0; vertexOffset += padding; // right top world[vertexOffset] = x1; world[vertexOffset + 1] = y1; world[vertexOffset + 2] = 0; vertexOffset += padding; } } } }) })()