Guides - planetarium/NineChronicles GitHub Wiki
Font assets
Preparing font assets for translation
Directory related to Font assets
Path | Content |
---|---|
nekoyume/Assets/Font/TTF | Contains TTF or OTF files |
nekoyume/Assets/Font/CharacterFiles | Contains a file containing the hex range of characters extracted from the translation csv file |
nekoyume/Assets/Resources/Font/SDF | Contains SDF assets for use in the game. |
nekoyume/Assets/Resources/Font/Materials | Contains material assets expanded from each SDF asset. |
nekoyume/Assets/Resources/L10nSettings | Contains the configuration ScriptableObject for switching SDF assets and materials. |
Font assets update guide
Prepare a font file
- Font files use TTF or OTF files.
Prepare a text file.
- When you click
Generate Unicode Hex Range Files
menu, A character file is created in the folder referring to LanguageType
Build SDF assets
- Click
Font Asset Creator
- Set options by referring to [LanguageType] (https://github.com/planetarium/NineChronicles/blob/development/nekoyume/Assets/_Scripts/L10n/LanguageType.cs)
E.g
/// font file: Assets/Font/TTF/PoorStory-Regular.ttf
/// font asset file: Assets/Resources/Font/SDF/English SDF.asset
/// - Sampling Font Size: 80
/// - Padding: 9
/// - Packing Method: Fast
/// - Atlas Resolution: 1024x1024
/// - Character Set: Unicode Range (Hex)
/// - Character File: Assets/Font/CharacterFiles/English-unicode-hex-range-01.txt
/// - Render Mode: SDFAA
/// - Get Kerning Pairs: true
-
The important thing is to set the
Character Set
toUnicode Range (Hex)
, open the character file suitable for the language, copy the whole, and paste it into theCharacter Sequence (Hex)
area. -
Fill in the values as follows
- Then click
Generate Font Atlas
button.
- Click the
Save as...
button. - Select the SDF asset to overwrite (e.g : nekoyume/Assets/Resources/Font/SDF/English SDF)
- That's all
Testbed Tool
Testbed configuration tool.
How to configure the Testbed
Use the CreateTestbed
action. The CreateTestbed
action references Testbed Data.
Testbed Data can be modified directly, but the value can be changed using the Testbed Tool
in the unity editor.
- Click
Tool/Testbed Tool
- TestbedCreateAvatar.json is linked with a
ScriptableObject
(TestbedCreateAvatar.asset). You can modify TestbedCreateAvatar.json by modifying theScriptableObject
value and exporting it.
- TestbedSell.json is linked with a
ScriptableObject
(TestbedSell.asset). You can modify TestbedSell.json by modifying theScriptableObject
value and exporting it.
- TestbedWeeklyArena.json is linked with a
ScriptableObject
(TestbedWeeklyArena.asset). You can modify TestbedWeeklyArena.json by modifying theScriptableObject
value and exporting it.
- In the game, click the 4th gear in the lower left corner. click
Create testbed
button
ScriptableObject
In Nine Chronicle, some resources and data are managed using ScriptableObject
Data
UI_Palette
- Enums : Palette ColorType. To set Enum members, first click
Get Enum to List
button to get ColorType second edit, add or delete keywords as ou like. And then clickApply List to Enum
button - Palette : A palette is a list of colors used by the NineChronicles. palette elements is configured color type and color value
- Element
- ColorType
- Color
- Element
EventData
- Enums : Enums EventType. To set Enum members, first click
Get Enum to List
button to get EventType second edit, add or delete keywords as ou like. And then clickApply List to Enum
button - Default Event : Default event is used when there is no event
- Events : Event list
- Element
- Event Type : The type that describes the event
- Begin Date Time : DateTimeFormat(UTC):MM/dd/ HH:mm:ss (e.g : 05/10 10:20:30)
- End Date Time : DateTimeFormat(UTC):MM/dd/ HH:mm:ss (e.g : 05/10 11:22:33)
- Intro : The sprite used by UI_IntroScreen.prefab
- Stage Icon : The sprite used by WorldMapStage.prefab
- Stage Icon Offset : Value to modify step icon coordinates
- Main BGM : Main lobby bgm. Reference only name of audio clip. Audio is managed by AudioController
- Element
- Event Container Component : Components for event production. TWhen an event that matches the type is activated, Gameobject with this component is activated
Resource
Path | Content |
---|---|
UI_CharacterTitle | |
UI_ItemViewData | |
UI_OptionTagData | |
UI_RecipeViewData | |
VFX_WeaponAura |