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4 changes: 2 additions & 2 deletions bin/cocos2d-js-for-preview.js
Original file line number Diff line number Diff line change
Expand Up @@ -39552,10 +39552,10 @@
var destroyByParent = parent && parent._objFlags & Destroying;
!destroyByParent && (false, false) && this._registerIfAttached(false);
var children = this._children;
for (i = 0, len = children.length; i < len; ++i) children[i]._destroyImmediate();
for (i = 0, len = children.length; i < len; ++i) children[i] && children[i]._destroyImmediate();
for (i = 0, len = this._components.length; i < len; ++i) {
var component = this._components[i];
component._destroyImmediate();
component && component._destroyImmediate();
}
var eventTargets = this.__eventTargets;
for (i = 0, len = eventTargets.length; i < len; ++i) {
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2 changes: 1 addition & 1 deletion bin/cocos2d-js-for-preview.js.map

Large diffs are not rendered by default.

4 changes: 2 additions & 2 deletions bin/jsb_polyfill-for-preview.js
Original file line number Diff line number Diff line change
Expand Up @@ -20098,10 +20098,10 @@
var destroyByParent = parent && parent._objFlags & Destroying;
!destroyByParent && (false, false) && this._registerIfAttached(false);
var children = this._children;
for (i = 0, len = children.length; i < len; ++i) children[i]._destroyImmediate();
for (i = 0, len = children.length; i < len; ++i) children[i] && children[i]._destroyImmediate();
for (i = 0, len = this._components.length; i < len; ++i) {
var component = this._components[i];
component._destroyImmediate();
component && component._destroyImmediate();
}
var eventTargets = this.__eventTargets;
for (i = 0, len = eventTargets.length; i < len; ++i) {
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4 changes: 2 additions & 2 deletions bin/jsb_polyfill.dev.js
Original file line number Diff line number Diff line change
Expand Up @@ -19843,10 +19843,10 @@
var destroyByParent = parent && parent._objFlags & Destroying;
!destroyByParent && (false, false) && this._registerIfAttached(false);
var children = this._children;
for (i = 0, len = children.length; i < len; ++i) children[i]._destroyImmediate();
for (i = 0, len = children.length; i < len; ++i) children[i] && children[i]._destroyImmediate();
for (i = 0, len = this._components.length; i < len; ++i) {
var component = this._components[i];
component._destroyImmediate();
component && component._destroyImmediate();
}
var eventTargets = this.__eventTargets;
for (i = 0, len = eventTargets.length; i < len; ++i) {
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19 changes: 10 additions & 9 deletions bin/jsb_polyfill.js
Original file line number Diff line number Diff line change
Expand Up @@ -17014,20 +17014,21 @@ this._objFlags |= _;
var i = this._parent, n = i && i._objFlags & _;
0;
var o = this._children;
for (t = 0, e = o.length; t < e; ++t) o[t]._destroyImmediate();
for (t = 0, e = o.length; t < e; ++t) o[t] && o[t]._destroyImmediate();
for (t = 0, e = this._components.length; t < e; ++t) {
this._components[t]._destroyImmediate();
var r = this._components[t];
r && r._destroyImmediate();
}
var r = this.__eventTargets;
for (t = 0, e = r.length; t < e; ++t) {
var s = r[t];
s && s.targetOff(this);
var s = this.__eventTargets;
for (t = 0, e = s.length; t < e; ++t) {
var c = s[t];
c && c.targetOff(this);
}
r.length = 0;
s.length = 0;
this._persistNode && cc.game.removePersistRootNode(this);
if (!n && i) {
var c = i._children.indexOf(this);
i._children.splice(c, 1);
var a = i._children.indexOf(this);
i._children.splice(a, 1);
i.emit("child-removed", this);
}
return n;
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4 changes: 2 additions & 2 deletions cocos2d/core/utils/base-node.js
Original file line number Diff line number Diff line change
Expand Up @@ -1208,14 +1208,14 @@ var BaseNode = cc.Class({
var children = this._children;
for (i = 0, len = children.length; i < len; ++i) {
// destroy immediate so its _onPreDestroy can be called
children[i]._destroyImmediate();
children[i] && children[i]._destroyImmediate();
}

// destroy self components
for (i = 0, len = this._components.length; i < len; ++i) {
var component = this._components[i];
// destroy immediate so its _onPreDestroy can be called
component._destroyImmediate();
component && component._destroyImmediate();
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这个修改毋庸置疑是更安全的,但能否解释的通为何以前没有这个问题?是什么外界因素变化了才导致这里出现bug吗?

}

var eventTargets = this.__eventTargets;
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