I’ve used following file to set the gradient on a node. The gradient is utilized accurately the primary time, however once I reopen the node, the background turns into white.
That is the code of ColorAssembler2D.ts file
import Logs from "./Logs";
const { ccclass, property,/* executeInEditMode,*/ requireComponent, menu } = cc._decorator;
@ccclass
// @executeInEditMode
@requireComponent(cc.RenderComponent)
@menu('i18n:MAIN_MENU.part.renderers/ColorAssembler2D-lamyoung.com')
export default class ColorAssembler2D extends cc.Part {
@property
non-public _whetherHorizontal: boolean = false;
@property
public get whetherHorizontal() {
return this._whetherHorizontal;
}
public set whetherHorizontal(worth) {
this._whetherHorizontal = worth;
this._updateColors();
}
@property
non-public _colors: cc.Shade[] = [];
@property({ kind: [cc.Color] })
public get colours() {
return this._colors;
}
public set colours(colours) {
this._colors = colours;
this._updateColors();
}
onEnable() {
attempt {
cc.director.as soon as(cc.Director.EVENT_AFTER_DRAW, this._updateColors, this);
}
catch (e) {
Logs.printException("Exception in ColorAssembler2D - onEnable", e);
}
}
onDisable() {
attempt {
cc.director.off(cc.Director.EVENT_AFTER_DRAW, this._updateColors, this);
if(this.node == null || this.node == undefined)
{
return;
}
// this.node['_renderFlag'] |= cc['RenderFlow'].FLAG_COLOR;
}
catch (e) {
Logs.printException("Exception in ColorAssembler2D - onDisable", e);
}
}
begin() {
attempt {
this._updateColors();
}
catch (e) {
Logs.printException("Exception in ColorAssembler2D - begin", e);
}
}
_updateColors() {
attempt {
const cmp = this.node.getComponent(cc.RenderComponent);
if (!cmp) return;
const _assembler = cmp['_assembler'];
if (!(_assembler instanceof cc['Assembler2D'])) return;
const uintVerts = _assembler._renderData.uintVDatas[0];
if (!uintVerts) return;
const shade = this.node.shade;
const floatsPerVert = _assembler.floatsPerVert;
const colorOffset = _assembler.colorOffset;
let depend = 0;
const sp = this.node.getComponent(cc.Sprite);
if (sp != undefined)
{
/**
* In case of ballebazzi "Congratulations_You_Won_Popup" no sprite was dragged in Sprite Part of "Panel_Base" and "Panel_Stroke" node AND ColorAssembler2D script was added to the identical node.
* Leading to sf being null.
* Now if we attempt to 'insetBottom' or 'insetRight' of sf as completed beneath, it throws an exception that can't learn properties of null.
* So as a substitute of fixing within the scene we added a null examine for sf wherever it was used.
*/
const sf = sp.spriteFrame;
if (sp.kind == cc.Sprite.Kind.SIMPLE) {
if (this.whetherHorizontal) {
for (let i = colorOffset, l = uintVerts.size; i
Can somebody please assist me with this problem? What could possibly be the doable causes behind getting this and the way can I resolve it??