Here is the UI project of the FairyGUI Editor itself.
You can use it freely, the only request is to like this project.
这是FairyGUI编辑器的界面工程。
你可以自由使用它,唯一的请求是点个星星支持。
A Professional UI Editor
Home Page: https://www.fairygui.com
Here is the UI project of the FairyGUI Editor itself.
You can use it freely, the only request is to like this project.
这是FairyGUI编辑器的界面工程。
你可以自由使用它,唯一的请求是点个星星支持。
So I have made a timeline with 1) two key frames 2) tween in between.
I've selected both key frames and enabled "Use Path"
Now when I select the component, the path is only visible if I click "Edit Path" when first frame is selected. If I move timeline to second frame - path disappears.
Version 5.0.10
建议增加鼠标滚轮键点击关闭标签页,还有标签页可以拖动或者单独拖出来一个窗口,方便对照,符合浏览器和Visual studio等的操作 @xiaoguzhu
先简单说明一下背景,我在做一个列表。要实现一个效果就是当前选中的项要放大,不选中了缩回去。
我选择使用控制器和属性控制来实现这个效果,实现过程中发现这样一个问题,我用一个最小实现来描述:
n0: 白
item: 蓝父级,高级组
n1: 蓝
如编辑器所见,n1的大小随着item的大小改变而改变,这个操作其实违反了FGUI的布局约束。
我们看下预览:
实际预览中,n1的大小丝毫未变,这是符合逻辑的。
接下来就是衍生恶性BUG的演示。
现在在测试模式效果如我们一开始所想:
但是在编辑模式随便切几次状态就会出事
切1,明显变大,再切回去,变小
迭代几次就会大的更大,小的为0了。
ctrl+z也不能恢复,唯一办法只有关闭文件且不保存,同时祈祷上一个保存的版本没受到影响。
use what ide or tools to build it ?
看着这套ui功能挺完整的 如果支持heaps 就完美了.
可否添加一个快速转到文件的功能,现在每次都要打开左侧的树状图一个一个打开子树在打开界面
test.zip
比如这个工程,控件设置为不可见,在普通编辑模式下预览效果是正确的。
如果进入动效编辑状态,再预览时控件的初始不可见状态就无效了。
同样受影响的还有透明度属性。
Hi, I'm really keen to start using this. Would it be possible to supply Linux builds of the editor alongside Windows and OSX?
Thanks!
local newHanlder = CS.FairyEditor.PublishHandler(handler.pkg, branch) newHanlder:Run()
代码如上 只在有分支的包闪退 没有分支的包反而能正常生成
Hey everyone, we have found your UI Editor and it looks very cool. We are planning to try it as an alternative to Cocos Studio. But, there is one thing I didn't completely understand: is the editor open source, or is this repo just a starting point for developing plugins for the editor? Thanks.
在进入到滚动条的编译模式后,我勾选了“固定的滚动滑块大小”这一选项。
但是当我给我的列表的“溢出处理”的详细设置里添加该滚动条后,运行,发现无论是编辑模式还是在运行模式下,滑块的大小还是那种默认效果(即随着列表的内容长短自动适配滑块的大小)。
另外,当我重启FairyGUI Editor后,我滚动滑块的“固定的滚动滑块大小”这一选项竟然是未选中状态。
请开发者查一下这个是怎么回事,如果是bug希望尽快修复。
Well, after some analysis of this repository and its comments (issues), I have seen that this repository is just a template of the editor.
I was thinking if you could make some open source components to improve the functionality of the editor (the interface specifically). Or add support for custom languages (via an xml, plist or something similar), as well as custom themes in the editor (have an interface adapted to touch environments, high resolution screens or even custom theme colours like a completely black mode), and even modify aspects like size, style and colour of the icons, vector icons even for better readability.
I saw that there is support for plugins, but it seems to be more about the functionality of the components, rather than the functionality of the editor.
When ever we have to make unity list , We have to make item Renderer , from scratch , Can you provide Default Item Renderer Support in Editor..?
DefaultITemRender contains only one Label,
目前看,我们的编辑器好像是用Air打包输出的?
是不是可以和Cocos那样子,用Electron来升级一个?或者类似vscode
I'm trying to do a pixelart game, so almost all sprites have to have smoothing disabled. Would be nice to have a project default for that.
If any component is set with a decimal Scale value (like 0,5 or 1,5) then it will not be rendered in Test view (F5) nor inside the Unity Runtime.
Related problem #30 (comment)
While current layout via relations is ok for simple layouts, it feels way too barebone and simple.
Would be nice to have elements or faster way to achieve vertical box / horizontal box layout between selected elements.
Also having something like flexbox (not necessarily grid layout, but the rest of it, like proportional stretching) seems like would simplify things a bit :)
I am adding Effect BlendMode to one of my image in FairyGUI editor, On editor it shows the effect absolutely fine however when i run it with cocos2dx sample project then it doesn't show the effect on my device / simulator on runtime. Is this issue known OR am i missing something? Please help me in this regards.
Thanks
Zeeshan
不好意思,又来打扰了。
https://www.cocos.com/5707
如上面的发布说明所示
2.2.0 版本暂时不支持节点的 Skew 效果,我们会在后续提供文档引导大家手动开启 Skew 的支持。新项目建议直接使用 3D Sprite 而不是 Skew。旧项目可以先参考 [#5564] 和 [#1889] 对 js 和原生引擎进行适配,即可支持 Skew。
请问我们的版本是否使用的 3D Sprite呢?还是说我作为用户应该手工给引擎打补丁,来兼容Skew的属性?
经测试,字体功能在win下是可以正常使用的,在mac下带有regular类型的字体都无法使用。
这个问题影响还挺大的,希望能尽快解决
common
UI
UIcommon
,而不是期望的UICommon
Steps to reproduce the issue :
Expected behavior, X and Y value to 0,5
There must be a Dot vs Comma error somewhere. I tried to change my Windows Culture settings in order to use Dot or Comma, English or French, even an obscure Beta UTF-8 settings under Administrative System Local but nothing change the behavior of the editor.
This is an annoying bug since it makes anything related to position pivot buggy (animation, relation, control, etc.).
Every time you change a component or drop a new one with decimal value, the pivot reset later to wrong values.
X : 0,5 Y : 2 become X : 0 Y : 5
X : 2,5 Y : 1,5 become X : 2 Y : 5
X : 1 Y : 2,5 become X : 1 Y : 2
FairyGUI Editor v2022.1.0p1
This may be related to another decimal bug #29 (comment)
观察过导出的二进制数据,在描述RelationType的字节后面有个字节对应百分比,但没有输出成1
目前就发现Left_Left有问题,Width和Height的百分比输出正确,其它的情况还没测试
Hello!!
Can we use custom fonts in editor ? like a label with custom font ?
Do FairyGUI support particle system?
I am unable to find any thing about it.
thanks
Rizwan
假设描边设置为3像素,在编辑器内无论如何缩放,描边始终是3个像素而非伴随缩放而增减。
另外描边貌似是字体复制两个副本,上色后分别向左上和右下偏移实现的,在描边的值较大时左下和右下看起来有缺口。
既然字体的粗体开关是有效的,那为何不使用TTF的outline特性来实现描边呢?
Command-line publishing stopped working for version 2020.3.3. It used to work on my previous version (5.0.7).
I am using this command:
"C:/tools/FairyGUI-Editor_2020.3.3/FairyGUI-Editor.exe" -p "C:\Users\Justin\Desktop\MyGame\_proj-fairygui\MyGameUI.fairy" -o "C:\Users\Justin\Desktop\MyGame\cc-proj\assets\resources\FairyGUI"
laya项目 自定义组件有各种元件,导出代码该组件被识别成了GLabel
元件有图片 loader 文本,名称为 bg bgImg title btn
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