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完善部分文档 #1219

Merged
merged 3 commits into from
May 12, 2020
Merged

完善部分文档 #1219

merged 3 commits into from
May 12, 2020

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xunyi0
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@xunyi0 xunyi0 commented May 6, 2020

Fix # 2792
Fix #1206
完善 publish/render/components 格式及语法相关问题

@xunyi0 xunyi0 force-pushed the v2.3-release branch 2 times, most recently from 365a67c to 131c9b2 Compare May 6, 2020 11:54
@@ -32,7 +32,7 @@ Currently, the Sprite component supports five rendering modes:

- `Simple mode`: rendering the Sprite according to the original image resource. It is normally used along with `Use Original Size` to guarantee the image shown in the scene is in full accordance with the image designed by the graphic designer.

- `Sliced mode`: the image is cut up into a nine square grid and according to certain rules is scaled to fit freely set dimensions (`size`). It is usually used in UI elements or to make images that can be enlarged infinitely without influencing the image quality into images cut up into a grid to save game resource space. Please read [use Sprite editor to make a Sudoku image](../asset-workflow/sprite.md#-sprite-) for detailed information.
- `Sliced mode`: the image is cut up into a 9-slicing and according to certain rules is scaled to fit freely set dimensions (`size`). It is usually used in UI elements or to make images that can be enlarged infinitely without influencing the image quality into images cut up into a grid to save game resource space. Please read [Use a Sliced Sprite to make a UI imagee](../ui/sliced-sprite.md) for details.
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a UI image -> an UI image 才对吧?


We recommend that you only save the script files in the mini game packages, and other resources are uploaded to the remote server, and downloaded from the remote server as needed. And the download, cache and version management of remote resources, Cocos Creator has already done it for you. The specific implementation logic is similar to the WeChat mini game, please refer to [Resource Management for WeChat Mini Game Environment](./publish-wechatgame.md#resource-management-for-wechat-mini-game-environment) for details.
It is recommended to only save script files in the mini-game packages, while other resources are uploaded to the remote server, and downloaded from the remote server as needed. The download, cache, and version management of remote resources, Cocos Creator has already done it for you. The specific implementation logic is similar to the WeChat Mini Game. Please refer to [Resource Management for WeChat Mini Game Environment](./publish-wechatgame.md#resource-management-for-wechat-mini-game-environment) documentation for details.
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Resource Management for WeChat Mini Game Environment 是不是比较好?


- If you publish the open data context and then publish the main context, the release code of the open data context will be overwritten, and We've fixed the issue in the v2.0.7
- Because WeChat Mini Games will support WebGL rendering mode for Open Data Context in later versions, so Creator adapted WebGL mode for Open Data Context in v2.0.9. However, it currently cause the project to appear **[GameOpenDataContext] Open Data Context only supports using 2D rendering mode** error message when running in the WeChat developer tool. This error message is due to the use of `document.createElement("canvas").getContext("webgl")` to detect if WeChat mini games support WebGL, it will not affect the normal use of the project, you can ignore it.
- Because WeChat Mini Games will support WebGL rendering mode for Open Data Context in later versions, so Creator adapted WebGL mode for Open Data Context in v2.0.9. However, it currently cause the project to appear **[GameOpenDataContext] Open Data Context only supports using 2D rendering mode** error message when running in the WeChat DevTools. This error message is due to the use of `document.createElement("canvas").getContext("webgl")` to detect if WeChat mini games support WebGL, it will not affect the normal use of the project, you can ignore it.
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if WeChat mini games support WebGL -> if WeChat mini games supports WebGL ?

@@ -56,28 +56,29 @@ Please install the following running environment:

- In Mac, the installation of [Xcode](https://developer.apple.com/xcode/download/) and command line tool is needed.

## Configure path in original release environments
## Configure Native Develop environments path
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为什么 env path 不首字母大写?


## 使用 Cocos Creator 发布微信小游戏

1. 在 [微信官方文档](https://mp.weixin.qq.com/debug/wxagame/dev/devtools/download.html) 下载微信开发者工具

2. 在编辑器菜单栏的 **Cocos Creator(Mac)/ 文件(Windows)-> 设置 -> [原生开发环境](../getting-started/basics/editor-panels/preferences.md#%E5%8E%9F%E7%94%9F%E5%BC%80%E5%8F%91%E7%8E%AF%E5%A2%83)** 中设置微信开发者工具路径
2. 在编辑器菜单栏的 **Cocos Creator(Mac)/ 文件(Windows)-> 偏好设置(Mac)/设置(Windows)-> [原生开发环境](../getting-started/basics/editor-panels/preferences.md#%E5%8E%9F%E7%94%9F%E5%BC%80%E5%8F%91%E7%8E%AF%E5%A2%83)** 中设置微信开发者工具路径
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这个菜单路径让人看不懂

@xunyi0 xunyi0 merged commit 51a1eac into cocos:v2.3-release May 12, 2020
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使用 TypeScript 脚本 文档一点纰漏
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