in some context we can have undefined for parentGroup
Let show some scenery and context.
Context1: we get default data from a display obj but we don't want parentGroup because it out specific container stage or we need to define later for x reason.
// the DataValues will used for make saveGame or dataEditor manager
CageContainer.prototype.getDataValues = function(dataBase, textureName) {
const def = !!dataBase;
const isSpine = def? (dataBase.type === "spineSheet" ) : (this.type === "spineSheet" );
const isAnimations = def? (dataBase.type === "animationSheet" ) : (this.type === "animationSheet" );
// parent data value
const p = {
type : def? dataBase .type : this .type , // locked
textureName: def? textureName : this .textureName, // locked
dataName : def? dataBase .name : this .dataName , // locked
groupID : def? dataBase .dirArray[dataBase.dirArray.length-1] : this .groupID , // asigner un groupe dapartenance ex: flags
name : def? textureName+Math.random().toString(36).substring(2, 12) : this .name , // asigner un nom unique
description: def? dataBase .root : this .description, // un description aide memoire
// observable point
position : def? [0,0] : [this.position .x, this.position .y],
scale : def? [1,1] : [this.scale .x, this.scale .y],
skew : def? [0,0] : [this.skew .x, this.skew .y],
pivot : def? [0,0] : [this.pivot .x, this.pivot .y],
// transform
rotation : def? 0 : this.rotation ,
alpha : def? 1 : this.alpha ,
// other
autoGroups : def? new Array(7).fill(false) : this.autoGroups , // permet de changer automatiquement de layers selon player
zIndex : def? 0 : this.zIndex , // locked
parentGroup : def? void 0 : this.parentGroup && this.parentGroup.zIndex, // for editor, need to manual set parentGroup on addMouse
// animations
...isAnimations && {
totalFrames :def? dataBase.textures[textureName].length : this.totalFrames , // locked
animationSpeed :def? 1 : this.animationSpeed ,
loop :def? false : this.loop ,
},
};
I propose this change, knowing that the parent Group can not be 0.
But if "undefined" it crash.
i test change in my context and it look fine and doesn't seem break something.
And also we get small micro optimisation for this loop without !==
in some context we can have undefined for parentGroup Let show some scenery and context. Context1: we get default data from a display obj but we don't want parentGroup because it out specific container stage or we need to define later for x reason.
Context2: Relative to last spine-update https://github.com/pixijs/pixi-spine/pull/270 we can want get only the list of arrays for diffuse and normal but without hack parentGroup
Also, i think we're talking about the same problem here but in a different context. https://github.com/pixijs/pixi-display/pull/33
I propose this change, knowing that the parent Group can not be 0. But if "undefined" it crash. i test change in my context and it look fine and doesn't seem break something. And also we get small micro optimisation for this loop without !==
what do you think about this?