i am trying out this plugin for my project that is imported from .ccs
However, after ‘exporting’, i only get the image files and but it does not generate the .ccreator files
i am testing out the example project that comes with the git repo.
first time opening the project has no issues, and i am also able to export.
But after closing the project and trying to open it the 2nd time, the ‘Node Tree’ window is stuck with this ‘Loading…’ forever. And when i double click on any of the scenes, i also get this ‘Loading…’ forever.
@yaaashua I asked my colleague about the documentation. @Darren_86 About issue 1, i think it is because there are some error happened. Is there any log?
About issue 2, i think it is an bug of creator. @jare@pandamicro any idea?
@zhangxm the only log i see is this:
preview server running at http://localhost:7456
1.4.2
ScaleX != ScaleY. Don’t know which one to return
which is shown when the project is opened.
Anyway, this issue is not a concern for my project as we are going to have a new UI… just considering if we should migrate to cocos creator.
Just to confirm, the cocos studio will no longer be usable after the flatbuffer upgrade in cocos2d-x 3.15 is that correct?
Currently, convert_file_to_json.py parse uuid files from temp folder or assets folder. It is not enough, because many informations should get from creator. So i am working to rewrite it in the plugin, which means i will rewrite it in js and use creator’s API. First, i will make it work correctly with current examples, then i will add missing features.
PS: the original implementation is done by ricardo. It is done as a hack way, it parses .fire and use other meta files (the meta files in temp folder) to get filepath. What i have done currently is making it as a creator plugin. But i found i have to rewrite convert_file_to_json.py in plugin or it can not work correctly. For example, the files in temp folder may change, that’s why i found sometimes the plugin can not work without any modification.
im trying to export a creator scene to android, just for testing, and I can see a lot of warnings like this: D/cocos2d-x debug info: cocos2d: fullPathForFilename: No file found at creator/image\default_radio_button_on.png. Possible missing file.
The missing files are always from the (auto-generated) folder “creator/image”. I just noticed the path of the file says "creator/image\ BACKSLASH maybe thats a simple mistake when exporting the path or something.
and also I have a crash : (useful log):
Assert failed: spriteFrame can’t be nullptr!
Could not allocate Scale9Sprite() spriteFrameName = default_progressbar
[Edit text] content size = (50.000000, 24.000000)
com.Company.game2 A/libc: Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 6455 (GLThread 19574)
And I guess the reason is this: (UIEditBox line 154)
since the line : _backgroundSprite = Scale9Sprite::createWithSpriteFrameName(pNormal9SpriteBg);
will fail (because of wrong path, as i mentioned before in this post).
… _backgroundSprite is assigned NULLPTR
and then… in line _backgroundSprite->setPosition … well… this will crash
I was epxerimenting, and:
c++ has: button::loadTextures(normal, pressed, disabled)
meanwhile creator has (normal, hover, pressed, disabled)
and anyways… if u set the images from creator, after using the plugin u only have in c++ the (normal) sprite. Not hover, not pressed, not disabled
I tried to search from this values directly from flatbuffers to see if I can retrieve it, but im not familiar with it.
Im just wondering If this will be fixed or I should create a workaround for it.
copy creator-luacpp-support directory to C:\Temp\myprojectcc\packages directory
in command prompt, create a new cocos2d-x project in C:\Temp\myproject2dx with the command cocos new -l cpp -d C:\Temp\myproject2dx MyProject
start up Cocos Creator again
in Cocos Creator, go to Procect->LuaCpp Support->Set Up Target Project and enter/select C:\Temp\myproject2dx for the Project Path
press the ‘Build’ button
Under C:\Temp\myproject2dx\Resources there is a creator directory with one subdirectory called Textures and nothing else
Under C:\Temp\myproject2dx\Classes\reader there are the c++ files for the Cocos Creator reader files
Nowhere are the .ccreator files being created
If, after entering the Project Path in Cocos Creator, I go to Project->Build and then press the build button, I still have the same results (I’m not sure if doing that is mean to hook into the LuaCpp plugin or not)
Warning: directories with spaces in them (like your user name for example) are not liked at all by the cocos_lua_cpp plugin or Apache Ant. I got around this by creating symbolic links without spaces.
@kerfufflemonkeygames yep, currently version has some bugs, so i am rewriting convert_fire_to_json.py as i mentioned above. All work have done except the animation. I will finish it in one or two days. I will let you know when i finish it and may ask you to try again. Thanks in advance.
@yaaashua the pressed and disabled issue was fixed in my rewriting. I may finish it soon.
Exported buttons now have properly the graphics n_n
(I ll test tomorrow probably the android crash)
notes: I opened the scene, selected all items from ASSETS and deleted them, and I got 2 log errors ( idk if its relevant or not)
msg1 :
[db-task][delete] Failed to delete imported assets of 56104385-ec6f-414f-9058-bb59031a1285 during clearImports, message: Error: EPERM: operation not permitted, scandir ‘C:\MyFolder\creator_project\library\imports\56’
at Error (native)
msg 2:
Task [save-editor-mode:[scene]] run error, stop running other tasks.
Error: ipc timeout. message: scene:save-scene, session: 2@renderer:2012
at t.Error (native)
at new t (C:\CocosCreator\resources\app.asar\editor-framework\lib\share\ipc.js:1:1667)
at C:\CocosCreator\resources\app.asar\editor-framework\lib\renderer\ipc.js:1:404
note 2:
I created the scene for testing buttons… and then I renamed it
and now i get exported twice the scene (the old name and the new name, I haven’t tried if it keeps the data of the old one)
About msg1 and msg2, i think it is the issue of creator itself. @jare any idea?
About note 2, @jare does the old scene will be removed in assets folder?
everything from the assets folder gets deleted, but this scene is created again (with old name)
I just checked and this “old scene” contains old info, like the scene was before getting renamed.