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fairygui-editor's Introduction

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。

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fairygui-editor's Issues

Edit Path button only works when first key frame of timeline is selected

image

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

BUG: 高级组的scale属性控制预览和实际表现不一致。以及此问题衍生的恶性bug

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:

创建对象

image

n0: 白
item: 蓝父级,高级组
n1: 蓝

对item设定控制

image

image

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:

focus 0
image

focus 1
image

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。

建立关联

image

现在在测试模式效果如我们一开始所想:

image

image

问题所在

但是在编辑模式随便切几次状态就会出事

image

切1,明显变大,再切回去,变小

image

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。

Linux builds

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!

Editor Source Code Question

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.

【BUG】关于滚动条的固定滑块大小失效问题

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。

Make some components open source / support for third party modification in editor

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.

Default Item Renderer Support

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,

Vbox / Hbox / Flexbox layouts

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 :)

关联系统如何与装载器内容进行关联

image

如上图所示,我装载器的内容是等比缩放(适应高度),由于装载器自身宽度并不会改变,所以我的文本想要与装载器中的内容进行一个左延展->右的关联如何才能做到?

BlendMode with Cocos2dx

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

关于Cocos Creator 2.2版本的skew支持问题

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?

classinfo.classname跟组件名前缀绑定一起,不太灵活

问题抛出

  • classinfo.classname跟组件名前缀绑定一起,不太灵活,比如:
    1. 新建包并命名为: common
    2. 设置组件名前缀: UI
    3. 然后导出,发现代码中class名为UIcommon,而不是期望的UICommon

涉及

  • 目前发现涉及到的地方
    1. 类名前缀
    2. 成员前缀

期望修改

  • 虽然能在导出插件脚本中获取setting,再去根据前缀进行魔改,但感觉多此一举,能完全由导出插件自己拼接就好了

Component using decimal pivot values are incorrectly saved

Steps to reproduce the issue :

  1. Create any type of Component
  2. Inside this new component, Set the Pivot parameter to Center, the X and Y values change to 0,5
  3. Save the component
  4. Drop the component in the main scene (or any another component).
  5. The Pivot parameter values are now X : 0 and Y : 5

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)

Fonts

Hello!!
Can we use custom fonts in editor ? like a label with custom font ?

编辑器内字体描边效果不准确

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?

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