Say I have a Cocos Creator project and I wanted to add a public property to cc.Sequence for instance.
Which file should I delve into and start modifying, is it:
A) AppData\Local\CocosCreator\app-1.0.3\resources\app.asar.unpacked\engine\cocos2d\actions\CCActionInterval.js
B) AppData\Local\CocosCreator\app-1.0.3\resources\cocos2d-x\cocos\2d\CCActionInterval.ccp(& .h)
C) AppData\Local\CocosCreator\app-1.0.3\resources\cocos2d-x\cocos\scripting\lua-bindings\auto\api\Sequence.lua
or D) Some other file entirely.
An easier (and less prone to Creator updates) way would be to add an empty Javascript file to your project assets and define your property there:
cc.Sequence.newProp = yourStuff;
Currently I am using my own implementations of cc.sequence and cc.spawn (and some other custom tailored cc.Actions) and this way to patch engine looks best
Alright that sounds like a good workaround for the scenario I outlined.
Now say I want to understand exactly what the method cc.textureCache.getKeyByTexture does, since the documentation is very poor, which source would be the most accurate to open and examine, the .js version, the .cpp or the .lua?