renderEntityType 等于 RenderEntityType.CROSSED 时, 不再处理子节点.#63
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finscn wants to merge 1 commit intococos:v4.0.0from
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renderEntityType 等于 RenderEntityType.CROSSED 时, 不再处理子节点.#63finscn wants to merge 1 commit intococos:v4.0.0from
finscn wants to merge 1 commit intococos:v4.0.0from
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这个 PR 是为了确保 web/小游戏 端 与 原生端逻辑一致. 原生代码里有类似逻辑. 虽然不明白 cocos 为什么这么设计, 以及 这个 CROSSED 到底啥意思
bofeng-song
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Feb 26, 2026
| if (entity && entity.renderEntityType === RenderEntityType.CROSSED) { | ||
| breakWalk = true; | ||
| } | ||
| if (!breakWalk && children.length > 0 && !node._static) { |
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如果是同步native的逻辑,node._static的判断可以移除。目前是通过_static 实现类似breakWalk的逻辑。
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如果是同步native的逻辑,node._static的判断可以移除。目前是通过_static 实现类似breakWalk的逻辑。
那 node._static 的意义是什么呢? 只给 非原生用的? 如果移除会不会引起其他问题?
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这个 PR 是为了确保 web/小游戏 端 与 原生端逻辑一致.
原生代码里有类似逻辑.
虽然不明白 cocos 为什么这么设计, 以及 这个 CROSSED 到底啥意思.
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