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* Update licenses * Update license for audio * Update license for core/3d * Update license for animation, assets, asset-manager, components, data * update license for event, geometry, gfx * update license for core modules math, memop, pipeline, platform, primitive, renderer, scene-graph, utils, value-types * Update license for core * Update license for particle and particle-2d * Update license for particle part2 * Update license for physics and physics-2d * Update license for all modules in cocos * Update license for exports * Fix API doc language declaration
49 lines
2.0 KiB
TypeScript
49 lines
2.0 KiB
TypeScript
/*
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Copyright (c) 2020 Xiamen Yaji Software Co., Ltd.
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https://www.cocos.com/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated engine source code (the "Software"), a limited,
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worldwide, royalty-free, non-assignable, revocable and non-exclusive license
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to use Cocos Creator solely to develop games on your target platforms. You shall
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not use Cocos Creator software for developing other software or tools that's
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used for developing games. You are not granted to publish, distribute,
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sublicense, and/or sell copies of Cocos Creator.
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The software or tools in this License Agreement are licensed, not sold.
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Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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import { DEBUG } from 'internal:constants';
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/**
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* 在调试模式下,将属性的 Get 访问器标记为不可变的。
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* 属性必须为 Javascript 原生类型或继承自 ValueType。
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* 非调试模式下,此装饰器没有任何效果。
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*/
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export function constget (target: Object, propertyKey: string | symbol) {
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if (!DEBUG) {
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return;
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}
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const propertyDescriptor = Object.getOwnPropertyDescriptor(target, propertyKey);
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if (propertyDescriptor && propertyDescriptor.get) {
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const rawGet = propertyDescriptor.get;
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function constGet (this: any) {
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const value = rawGet.call(this);
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return value ? Object.freeze(value.clone()) : value;
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}
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propertyDescriptor.get = constGet;
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}
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return propertyDescriptor;
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}
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