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原因:
目前a11y解决方案是,加入system的时候,遍历整个gameObjects,找到现有的A11yComponent,添加a11yDom,这种方案问题在于组件要单独去实现。
解决方案: addSystem的时候去遍历所有Component(new Game的时候另外统一遍历),对添加之前的组件进行一次收集,在下一次update中进行创建。
The text was updated successfully, but these errors were encountered:
这可能是一个设计问题,什么情况必须是先addComponent,再newGame?如果没有这种情况,不允许在newGame前执行addComponent呢?
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如果是单个Game实例,是可以通过这个方案来解决问题。但是如果是多个实例的话,要判断component归属于哪个Game,需要哪个Game的System去处理。
new Game前 AddComponent 可以在addSystem的时候 遍历内存中所有GameObject来解决。#194
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原因:
目前a11y解决方案是,加入system的时候,遍历整个gameObjects,找到现有的A11yComponent,添加a11yDom,这种方案问题在于组件要单独去实现。
解决方案:
addSystem的时候去遍历所有Component(new Game的时候另外统一遍历),对添加之前的组件进行一次收集,在下一次update中进行创建。
The text was updated successfully, but these errors were encountered: