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Rather than do this automatically for every Game Object, you could make it listen for the event:this.events.on('postupdate', sprite.postUpdate);Alternatively, you could extend the UpdateList to make that listen for the Scene postUpdate instead, and then iterate all of its children.I guess it depends on quantity. If you had loads of sprites needing to do this, I'd extend and use the UpdateList, if it was only a few, I'd just listen for the event directly.
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On 6 February 2018 at 09:47, Pin-Hua Tien <binhu...@gmail.com> wrote:
"gameObject.preUpdate" function will be invoked in UpdateList.update function, triggered by 'update' event of scene.sys, which is ran before scene.update function (user domain application)
Will it have benefit to add "gameObject.postUpdate" function, triggered by 'postupdate' event of scene.sys which is ran after scene.update function in UpdateList.postUpdate function?
i.e.
1. gameObject.preUpdate
2. scene.update
3. gameObject.postUpdate
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