Publish

Via the main toolbarButton, or main menu File-> Publish Settings “to open the Publish Settings dialog box.

  1. Package list.
  2. Switch package settings and global settings.
  3. Set the content.
  4. function button.
    • Post allPublish all packages.
    • Post definition onlyPublish the currently selected package in the package list, but only publish the definition, without regenerating the texture set. Usually published content includes materials (images, sounds, etc.) and definition files. If you have not added, deleted, or modified materials, you can only publish definition files to avoid the time consumption caused by regenerating the atlas.
    • releasePublish the selected packages in the package list.

Global Settings

Packing

Atlas settings

Image quality

Visible only on platforms that do not use texture sets (eg Flash, Haxe). Since these platforms are released as separate images, the default quality of the images can be specified here. The quality of the image can also be specified separately. Double-click the image in the resource library to set it.

Publish code

The released code contains a XXXBinder file and multiple class files. note:

  1. Before using the binding class, be sure to callXXXBinder.BindAllAnd is called before any UI is created.
  2. The API for creating UI using binding classes isCreateInstance, Cannot be new directly.

For example:

// First call BindAll. The released code has a file named XXXBinder
    // Note: Be sure to call it at startup.
    XXXBinder.BindAll ();
    // Create UI interface. Note: Not directly new XXX.
    XXX view = XXX.CreateInstance ();
    view.m_n10.text = ...;

Code templates are used when publishing code. The code template is in the template directory under the editor installation directory. If you need custom templates,The template directory needs to be copied to the root directory of the UI project, and then modified。 The parameters supported in the template are:

Component.template
    -------------
    {packageName} UI module name
    {componentName} UI component parent class name
    {className} UI component class name
    {uiPkgName} UI resource package name
    {uiResName} UI resource name
    {uiPath} UI resource path
    
    Binder.template
    -------------
    {className} UI module name + "Binder"
    {packageName} UI module name

Package settings

Packing

// here file_name is the name of the published file.
    UIPackage.AddPackage ('file_name');
    // Here Package1 is the name of the package.
    UIPackage.CreateObject ("Package1 ',' Component1 ');

Atlas settings

Click the “Texture Set Definition” button to display the following dialog box:

For platforms that support texture sets, you can plan to put images in different texture sets. The significance of this feature is:

The left view is a list of texture sets. By default, there are 11 texture sets numbered from 0 to 10.

The right view is the resources contained in the selected texture set.

Publish code

Exclusion settings

If some materials are only used for testing purposes, such as a loader, put an image into it only to see the effect, but this image is not released with the package (there may be external loading later), then you can put this image in this interface Drag in, then this image will not be included when publishing.

Command line publishing

In addition to clicking the publish button in the editor, publishing via the command line is also supported. However, there is still a flaw in the command line release, that is, there is no feedback on the success or failure of the command line, so please use it with caution.

FairyGUI-Editor -p project_desc_file [-b package_names] [-t branch_name] [-x callback] [-o output_path]