Improve content by GPT
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@ -32,7 +32,7 @@ Then run the follwing command:
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git submodule add -f ../hyper-editor-package.git packages
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```
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## Internation Theme vs Chinese Theme
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## International Theme vs Chinese Theme
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Depend on the theme of your game, add these commands:
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@ -2,19 +2,25 @@
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sidebar_position: 1
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---
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# System
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---
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# System Setup
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## Sprite Frame Provider Setup
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## Overview
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The **System** module provides global access to sprite frames and animation assets, enabling efficient resource management across the game.
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**SpriteFrameProvider** gives global access to **sprite frames** from anywhere in the codebase.
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## Sprite Frame Provider
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The **SpriteFrameProvider** allows global access to sprite frames from anywhere in the codebase.
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---
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**Setup Steps:**
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1. Configure the **SpriteFrameProvider** to register sprite assets.
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2. Ensure all sprite frames are added to the provider for global access.
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## Animation Provider Setup
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## Animation Provider
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The **Animation Provider** manages and exposes game-related animation assets globally.
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The **Animation Provider** manages and exposes all game-related **animation assets** globally.
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**Setup Steps:**
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1. Register animation assets in the **Animation Provider**.
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2. Verify that animations are correctly linked to their respective prefabs.
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@ -2,76 +2,50 @@
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sidebar_position: 2
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---
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# Background
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# Background Setup
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Is the visual scenery that appears behind the gameplay elements.
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---
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## Overview
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The background serves as the visual scenery behind gameplay elements, supporting both **Landscape** (Desktop and Mobile) and **Portrait** (Mobile only) orientations.
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The background consists of 2 parts: **Landscape** and **Portrait**.
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| Orientation | Desktop | Mobile |
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|-------------|---------|--------|
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| **Landscape** |  |  |
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| **Portrait** |  |  |
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- **Landscape** use for Desktop and Mobile landscape.
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- **Portrait** only use for Mobile portrait.
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## Asset Preparation
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| Type | Assets | Description |
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|------|--------|-------------|
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| **Static** |  | Required for all games. |
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| **Animation** |  | Optional, depending on game design. |
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| | Desktop | Mobile |
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|:-:|--------------|---------|
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|**Background Landscape**<br/>|<br/>|<br/>|
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|**Background Portrait**<br/>||<br/>|
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## Setup Steps
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1. **Landscape Background**:
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- Use the prepared sprite frame for the landscape background.
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- 
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## 1. Prepare the assets
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| | Assets | Description |
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|:-:|--------------|---------|
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|**Static**<br/>||Static background is necessary for the game|
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|**Animation**<br/>||Animation background may or may not be present, depending on the game design|
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2. **Portrait Background**:
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- Use the prepared sprite frame for the mobile portrait background.
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- 
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## 2. Setup Background Landscape
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We use sprite frame background for landscape from prepared assets.
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## 3. Setup Background Portrait
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We use sprite frame background for mobile from prepared assets.
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## 4. Setup Background Animation
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If the game have design animation for background, we will do this step.
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**Setp 1:** Using hepler to generate animation from prepared assets
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**Setp 2:**. Stup for spine-animation
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- `Is Loop`: is ✅ because this animation will play through the game.
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- `Static Sprite Frame`: It will be displayed when the animation has not finished loading.
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**Setp 3:**. Add animation background with components below:
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**Landscape:**
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- Create `Empty Node` with name `anim-background-main-game`.
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- Add `animation-play-on-enable` with animation name in **Animation Provider**.
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- Add `background-scaler`, used to resize according to screen resolution.
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**Portrait:**
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- Create `Empty Node` with name `mobile-background-anim-portrait`.
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- Add `mobile-portrait-background-ui-controller` to display only on **Mobile**.
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- Add `orientation-ui-controller` to display on Portrait with the options below.
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- Create `Empty Node` with name `anim-background-main-game`.
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- Add `animation-play-on-enable` with animation name in **Animation Provider**.
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- Add `portrait-anim-background-scaler`, used to resize according to screen resolution.
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3. **Animated Background** (if applicable):
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- **Step 1**: Use the helper tool to generate animations from prepared assets.
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- 
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- 
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- **Step 2**: Configure spine animation settings:
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- Enable **Is Loop** to ensure continuous playback.
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- Set a **Static Sprite Frame** for display before the animation loads.
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- 
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- 
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- **Step 3**: Add animation nodes:
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- **Landscape**:
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- Create an `Empty Node` named `anim-background-main-game`.
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- Add the `animation-play-on-enable` component with the animation name from the **Animation Provider**.
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- Add the `background-scaler` component to resize based on screen resolution.
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- 
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- **Portrait**:
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- Create an `Empty Node` named `mobile-background-anim-portrait`.
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- Add the `mobile-portrait-background-ui-controller` and `orientation-ui-controller` components for mobile portrait display.
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- Create a child `Empty Node` named `anim-background-main-game`.
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- Add the `animation-play-on-enable` and `portrait-anim-background-scaler` components.
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- 
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- 
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---
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sidebar_position: 2
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sidebar_position: 3
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---
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# Set Up Reel Slot
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---
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# Reel Slot Setup
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### Prepare Assets
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## Overview
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The reel slot system manages the core spinning mechanics of the game.
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Add the symbol textures and reel frame:
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## Asset Preparation
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- Add symbol textures and reel frames:
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- 
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- 
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|------------------------------------------------------------------|--------------------------------------------------------------|
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## Sprite Frame Provider
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- Add symbols to the **SpriteFrameProvider** for global access.
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- 
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### Add symbols to `SpriteFrameProvider`
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## Reel Frame
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- Configure the reel frame:
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- 
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- 
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This allows symbols to be accessed globally from code:
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## Configuration
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Use the `reel-scroller-helper` to set up spinning behavior:
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### Add Reel Frame
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| Property | Description | Example |
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|----------|-------------|---------|
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| **Cell Item Script Name** | Script attached to each cell item. |  |
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| **Scroller Script Name** | Script handling spinning logic. |  |
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| **Row Count x Reel Count** | Number of slot items per row and column. |  |
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| **Cell Size** | Size of each cell. |  |
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| **Cell Spacing** | Horizontal and vertical distance between cells. | - |
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| **Cell Dim Color** | Dark color for non-winning cells during win animations. |  |
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| **Top Count and Bot Count** | Additional cells at the top and bottom for spinning logic. |  |
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| | |
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|--------------------------------------------------------------------|--------------------------------------------------------------|
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## Generate Reel Panel
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- Use the `reel-scroller-helper` to auto-generate the reel panel.
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- 
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### Configure the Reel Slot
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Use `reel-scroller-helper` to configure spinning behavior:
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| Properties | Description | Example |
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|------------|--------------|---------|
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|**Cell Item Script Name**|The name of the script will be attached to each cell item.||
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| **Scroller Script Name** | the name of the script for handling the spinning logic.||
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|**Row Count x Reel Count**| the number of Slot Item each row and column in the reel slot panel.||
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|**Cell Size**| the size of each cells.||
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|**Cell Spacing**| the distance between each cells horizontally and vertically.||
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|**Cell Dim Color**| set the dark color for the non-win cells when showing winning animation for each line.||
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|**Top Count and Bot Count**| for spinning logic to work, a certain number of cell will be added to the top and bottom of the reel.||
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### Generate Reel Panel
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Use `reel-scroller-helper` to auto-generate the full panel:
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:::tip
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A popup may be covering the scene. Disable it temporarily to clearly view and edit the reel slot components.
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:::
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**Tip**: Temporarily disable any popups covering the scene to view and edit reel slot components clearly.
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sidebar_position: 4
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---
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# Set Up Spinning Panel
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# Spinning Panel Setup
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## Overview
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The spinning panel system includes the **reel slot panel** and additional panels: `landing-panel`, `tension-panel`, `present-win-cell-panel`, and `present-win-border-panel`.
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The **reel slot panel** is just one part of the overall **spinning panel** system.
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Other required panels include:
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- `landing-panel`
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- `tension-panel`
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- `present-win-cell-panel`
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- `present-win-border-panel`
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Each panel can be quickly set up using the **Generate Panel** function from its helper script.
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---
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## Set Up Panel
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- Landing Panel:
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To define Landing Panel, create the following script:
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:::warning
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```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
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## Panel Setup
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- **Landing Panel**:
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- 
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- **Script**:
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```jsx
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SlottySetting.prototype._registerInjection = function () {
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DIContainer.Register('landingGenerator', require('landing-generator'));
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};
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```
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:::
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- Present Win Cell Panel:
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- **Present Win Cell Panel**:
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- 
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- **Present Win Border Panel**:
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- 
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- Present Win Cell Panel:
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- Tension Panel:
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If the tension use a custom size frame, we can change the option **sizeMode** to **Custom** and set the static frame and size.
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**check toggle General Panel**
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To define Tension Panel, create the following script:
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:::warning
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```jsx title="assets/game-assets/scripts/slotty-settings/extend-slotty-setting.js"
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- **Tension Panel**:
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- 
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- For custom size frames, set **sizeMode** to **Custom** and configure the static frame and size.
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- 
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- **Check Toggle**: Ensure the general panel toggle is correctly set.
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- 
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- **Script**:
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```jsx
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SlottySetting.prototype._registerInjection = function () {
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DIContainer.Register('tensionGenerator', require('tension-generator'));
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};
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```
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:::
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@ -5,139 +5,43 @@ sidebar_position: 5
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# Win Point on Reel
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## Overview
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The **Win Point on Reel** system displays win points for each payline, including scatter wins.
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- Displays win points for each payline, including scatter wins.
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## Asset Preparation
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- **Core Assets**:
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- Path: `assets/core-assets/hyper-core/packages/on-reel-present-win-point/prefab`
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- 
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## Implementation
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- **Game Assets**:
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- Path: `assets/game-assets/prefabs`
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- 
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### Prepare Assets
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## Setup
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1. **Add Prefab to Scene**:
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- Add the `on-reel-present-win-point` prefab to the main scene.
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- Components:
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- `on-reel-present-win-point`: Controls visibility of win points.
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- `hyper-present-win-point`: Manages presentation flow.
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- 
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#### In Core
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2. **Configure Node Targets**:
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- Set the target node for win point labels and define size/offset.
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- 
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- Properties:
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| Property | Type | Description |
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|----------|------|-------------|
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| `labelPosition` | `cc.Vec2` | Offset position for the win point label. |
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| `nodeTarget` | `cc.Node` | Target node containing the label. |
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| `cellItemSize` | `cc.Vec2` | Size of each slot cell. |
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| `defaultFontSize` | `number` | Default font size for the label. |
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<table>
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<thead>
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<tr>
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<th style={{ width: "300px" }}>Path</th>
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<th style={{ width: "400px" }}>Example</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><code>assets\core-assets\hyper-core\packages\on-reel-present-win-point\prefab</code></td>
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<td><center></center></td>
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</tr>
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</tbody>
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</table>
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3. **Set Up Label Component**:
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- Displays win values with support for formatted text (number, currency).
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- Add a custom font:
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- Path: `assets/game-assets/fonts/preloads/main-game/fnt-win-point-on-reel`
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- 
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- 
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#### In Game
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<table>
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<thead>
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<tr>
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<th style={{ width: "300px" }}>Path</th>
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<th style={{ width: "400px" }}>Example</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><code>assets\game-assets\prefabs</code></td>
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<td><center></center></td>
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</tr>
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</tbody>
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</table>
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### Setup
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#### Steps 1: Add Prefab to Scene
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Add the win point on reel prefab to your main scene.
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<table>
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<thead>
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<tr>
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<th style={{ width: "300px" }}>Component</th>
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<th style={{ width: "400px" }}>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><code>on-reel-present-win-point</code></td>
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<td><code>A component to **show/hide** points on reels</code></td>
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</tr>
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<tr>
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<td><code>hyper-present-win-point</code></td>
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<td><code>Manages win point presentation flow</code></td>
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</tr>
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</tbody>
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</table>
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#### Steps 2: Configure Node Targets
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Set the target node where each win point label appears and define its size and offset.
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<table>
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<thead>
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<tr>
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<th style={{ width: "200px" }}>Property</th>
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<th style={{ width: "100px" }}>Type</th>
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<th style={{ width: "400px" }}>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><code>labelPosition</code></td>
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<td><code>cc.Vec2</code></td>
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<td>Offset position for the win point label</td>
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</tr>
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<tr>
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<td><code>nodeTarget</code></td>
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<td><code>cc.Node</code></td>
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<td>Target node containing the label</td>
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</tr>
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<tr>
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<td><code>cellItemSize</code></td>
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<td><code>cc.Vec2</code></td>
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<td>Size of each slot cell</td>
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</tr>
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<tr>
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<td><code>defaultFontSize</code></td>
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<td><code>number</code></td>
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<td>Default font size for the label</td>
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</tr>
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</tbody>
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</table>
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#### Steps 3: Set Up Label Component
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- **Component**:
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- Displays win values on the reels.
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- Supports formatted text (number, currency).
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- **Custom Font**:
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Add a custom font to style the win label.
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<table>
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<thead>
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<tr>
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<th style={{ width: "300px" }}>Path</th>
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<th style={{ width: "400px" }}>Example</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><code>assets\game-assets\fonts\preloads\main-game\fnt-win-point-on-reel</code></td>
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<td><center></center></td>
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</tr>
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</tbody>
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</table>
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:::tip
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- **Position And Size**: Follow Game Design.
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:::
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**Tip**: Follow game design specifications for position and size.
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@ -2,169 +2,91 @@
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sidebar_position: 6
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---
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# Special Win
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---
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# Special Win System
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## Overview
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Special Wins are high-value reward events in slot games, cagegorized based on the payout threshold:
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Special Wins are high-value reward events categorized by payout thresholds:
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| Win Type | Trigger Threshold | Preview |
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|-----------|-----------------------|----------------|
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| **Big Win** | Medium payout |  |
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| **Super Win** | High payout |  |
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| **Mega Win** | Maximum payout |  |
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Each type delivers increasing visual excitement to highlight significant player rewards.
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---
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|----------|-------------------|---------|
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| **Big Win** | Medium payout |  |
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| **Super Win** | High payout |  |
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| **Mega Win** | Maximum payout |  |
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## Implementation
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### Asset Preparation
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- Components:
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| Component | Purpose |
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|-----------|---------|
|
||||
| `hyper-special-win-initializer` | Initializes the system. |
|
||||
| `hyper-present-special-win` | Manages animation sequences and display logic. |
|
||||
| `hyper-special-win-label-point-effect` | Controls win amount visualization. |
|
||||
- 
|
||||
|
||||
### Prepare Assets
|
||||
- **Coin Effect System**:
|
||||
- Variants for different markets:
|
||||
| Submodule | Theme | Preview |
|
||||
|-----------|-------|---------|
|
||||
| `hyper-coin-shower-international` | International |  |
|
||||
| `hyper-coin-shower-chinese` | Chinese |  |
|
||||
|
||||
The special win system consists of three main components:
|
||||
- **Static Assets**:
|
||||
| Platform | Path | Preview |
|
||||
|----------|------|---------|
|
||||
| Desktop | `assets/textures/desktop/preloads/special-wins` |  |
|
||||
| Mobile | `assets/textures/mobile/preloads/special-wins` |  |
|
||||
|
||||
| Component | Purpose |
|
||||
|-----------|---------|
|
||||
| `hyper-special-win-initializer` | Handles system initialization and setup |
|
||||
| `hyper-present-special-win` | Manages animation sequences and display logic |
|
||||
| `hyper-special-win-label-point-effect` | Controls win amount visualization |
|
||||
### Animation Setup
|
||||
1. **Animation Resources**:
|
||||
- Path:
|
||||
| Platform | Path | Preview |
|
||||
|----------|------|---------|
|
||||
| Desktop | `assets/textures/desktop/postloads/anim-special-win` |  |
|
||||
| Mobile | `assets/textures/mobile/postloads/anim-special-win` |  |
|
||||
|
||||

|
||||
2. **Animation Flow**:
|
||||
```mermaid
|
||||
graph TD
|
||||
SW[Special Wins] --> BW[Big Win]
|
||||
SW --> SPW[Super Win]
|
||||
SW --> MW[Mega Win]
|
||||
|
||||
#### Coin Effect System
|
||||
BW --> BWI[bigwin-in] --> BWL[bigwin-loop] --> BWO[bigwin-out]
|
||||
SPW --> SPWI[superwin-in] --> SPWL[superwin-loop] --> SPWO[superwin-out]
|
||||
MW --> MWI[megawin-in] --> MWL[megawin-loop] --> MWO[megawin-out]
|
||||
|
||||
The coin shower effect uses prefab variants for different markets:
|
||||
|
||||

|
||||
|
||||
| Submodule | Theme | Preview |
|
||||
|-------------|---------------|---------------|
|
||||
| `hyper-coin-shower-international` | International |  |
|
||||
| `hyper-coin-shower-chinese` | Chinese |  |
|
||||
|
||||
:::tip
|
||||
- Position the Special Win node as per game design
|
||||
:::
|
||||
|
||||
---
|
||||
|
||||
### Setup
|
||||
|
||||
#### 1. Static Resources
|
||||
|
||||
Store static assets in platform-specific directories:
|
||||
|
||||
| Platform | Path | Preview |
|
||||
|----------|------|---------|
|
||||
| Desktop | `assets/textures/desktop/preloads/special-wins` |  |
|
||||
| Mobile | `assets/textures/mobile/preloads/special-wins` |  |
|
||||
|
||||
🔗 [View Platform Asset Structure](/docs/cagegory/game-asset-structure)
|
||||
|
||||
---
|
||||
|
||||
#### 2. Animation Setup
|
||||
|
||||
##### Special Win Animation Flow
|
||||
|
||||
```mermaid
|
||||
%%{init: {'theme': 'base', 'themeVariables': { 'fontSize': '25px', 'fontFamily': 'arial' }}}%%
|
||||
graph TD
|
||||
%% Win Types with Thresholds
|
||||
SW[Special Wins] --> BW["Big Win"]
|
||||
SW --> SPW["Super Win"]
|
||||
SW --> MW["Mega Win"]
|
||||
|
||||
%% Big Win stages with flow
|
||||
BW --> BWI[bigwin-in]
|
||||
BWI --> BWL[bigwin-loop]
|
||||
BWL --> BWO[bigwin-out]
|
||||
|
||||
%% Super Win stages with flow
|
||||
SPW --> SPWI[superwin-in]
|
||||
SPWI --> SPWL[superwin-loop]
|
||||
SPWL --> SPWO[superwin-out]
|
||||
|
||||
%% Mega Win stages with flow
|
||||
MW --> MWI[megawin-in]
|
||||
MWI --> MWL[megawin-loop]
|
||||
MWL --> MWO[megawin-out]
|
||||
|
||||
%% Legend nodes
|
||||
L0["Feature Name"]-->L1["Win Types"] --> L2["In State"] --> L3["Loop State"] --> L4["Out State"]
|
||||
class L0 specialWin
|
||||
class L1 winType
|
||||
class L2 inStage
|
||||
class L3 loopStage
|
||||
class L4 outStage
|
||||
|
||||
%% Style definitions
|
||||
classDef inStage fill:#e6f3ff,stroke:#666,font-size:25px
|
||||
classDef loopStage fill:#fff2cc,stroke:#666,font-size:25px
|
||||
classDef outStage fill:#f8cecc,stroke:#666,font-size:25px
|
||||
classDef winType fill:#d5e8d4,stroke:#82b366,font-size:25px
|
||||
classDef specialWin fill:#fff4dd,stroke:#ff0000,font-size:25px
|
||||
classDef inStage fill:#e6f3ff,stroke:#666
|
||||
classDef loopStage fill:#fff2cc,stroke:#666
|
||||
classDef outStage fill:#f8cecc,stroke:#666
|
||||
classDef winType fill:#d5e8d4,stroke:#82b366
|
||||
classDef specialWin fill:#fff4dd,stroke:#ff0000
|
||||
|
||||
class BWI,SPWI,MWI inStage
|
||||
class BWL,SPWL,MWL loopStage
|
||||
class BWO,SPWO,MWO outStage
|
||||
class BW,SPW,MW winType
|
||||
class SW specialWin
|
||||
linkStyle default stroke-width:2px,stroke:#ff0000
|
||||
```
|
||||
- 
|
||||
|
||||
%% Adjust node spacing
|
||||
linkStyle default stroke-width:4px,stroke:#ff0000
|
||||
```
|
||||

|
||||
3. **Animation Settings**:
|
||||
- Configure static fallback and loop animations:
|
||||
| Setting | Example |
|
||||
|---------|---------|
|
||||
| Static Fallback |  |
|
||||
| Loop Animation |  |
|
||||
|
||||
##### Step 1: Add Animation Resources
|
||||
4. **Font Configuration**:
|
||||
- Path: `assets/game-assets/fonts/preloads/main-game/fnt-special-win`
|
||||
- Steps:
|
||||
1. Import font files.
|
||||
- 
|
||||
2. Add font to the special win component.
|
||||
- 
|
||||
3. Configure text alignment, font size, and spacing.
|
||||
- 
|
||||
|
||||
Place animated assets in the following directories:
|
||||
|
||||
| Platform | Path | Preview |
|
||||
|----------|------|---------|
|
||||
| Desktop | `assets/textures/desktop/postloads/anim-special-win` |  |
|
||||
| Mobile | `assets/textures/mobile/postloads/anim-special-win` |  |
|
||||
|
||||
##### Step 2: Configure Animation Settings
|
||||
|
||||
| Setting | Example |
|
||||
|------------------|---------|
|
||||
| Static Fallback |  |
|
||||
| Loop Animation |  |
|
||||
|
||||
🔗 [View Animation Provider Setup](/docs/setup-main-game/main-scene/system#animation-provider-setup)
|
||||
|
||||
:::tip
|
||||
- Move assets to `custom-scale/` directory to resolve image quality issues
|
||||
- Asset paths may vary by project configuration
|
||||
:::
|
||||
|
||||
##### Step 3: Font Configuration
|
||||
|
||||
- **Path:** `assets\game-assets\fonts\preloads\main-game\fnt-special-win`
|
||||
- Follow these steps to configure fonts for special win displays:
|
||||
|
||||
1. **Package Font Assets**
|
||||
- Import font files into project
|
||||
|
||||

|
||||
|
||||
2. **Font Integration**
|
||||
- Add font asset to special win component
|
||||
|
||||

|
||||
|
||||
3. **Layout Settings**
|
||||
|
||||
- Configure text alignment
|
||||
- Adjust font size and spacing
|
||||
|
||||

|
||||
|
||||
|
||||
:::tip
|
||||
Customize font styles based on each game's design.
|
||||
:::
|
||||
**Tip**:
|
||||
- Move assets to `custom-scale/` to resolve image quality issues.
|
||||
- Customize font styles based on game design.
|
@ -4,75 +4,61 @@ sidebar_position: 7
|
||||
|
||||
# Item Description
|
||||
|
||||
Provides players with detailed information about each item in the game.
|
||||
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
The **Item Description** system provides detailed information about game items, including payouts and descriptions.
|
||||
|
||||

|
||||
|
||||
## Implementation
|
||||
|
||||
### Prepare Assets
|
||||
## Asset Preparation
|
||||
| Assets | Description |
|
||||
|--------|-------------|
|
||||
|  | Used to Setup the background. |
|
||||
|  | Used to Setup the static symbol. |
|
||||
|  | Used to Setup the animation symbol. |
|
||||
|  | Used to Setup the payout/description. |
|
||||
|  | Background setup. |
|
||||
|  | Static symbol setup. |
|
||||
|  | Animation symbol setup. |
|
||||
|  | Payout or description text setup. |
|
||||
|
||||
### Setup
|
||||
|
||||
| Step | Action | Description | Image Reference |
|
||||
| :--: | :----- | :---------- | :-------------: |
|
||||
| 1 | Locate all template prefabs needed for the **Item Description** | Search for the `template-item-description` prefab. |  |
|
||||
| 2 | Clone assets| Copy and paste them to the game assets location, then rename the copied prefabs by removing unnecessary prefixes. |  |
|
||||
|
||||
#### item-description-small
|
||||
|
||||
Setup the `item-description-small` prefab for items have only win payout:
|
||||
|
||||

|
||||
## Setup
|
||||
1. **Locate Template Prefabs**:
|
||||
- Search for the `template-item-description` prefab.
|
||||
- 
|
||||
2. **Clone Assets**:
|
||||
- Copy and paste to the game assets location, removing unnecessary prefixes.
|
||||
- 
|
||||
|
||||
### Prefab Configurations
|
||||
- **item-description-small** (Items with win payout only):
|
||||
- 
|
||||
- Steps:
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | - Setup the **Sprite Frame** in the `background` using the prepared assets. | <img width="1000"/> |
|
||||
| 2 | - Name the item prefab following the format item-description-**name**".<br/> - Setup the **Animation Name** to match the item's name in the **Animation Provider**.|  |
|
||||
| 3 | - Setup the **Sprite Frame** in the `sprite-item` using the same name as the item from the prepared assets. |  |
|
||||
| 4 | - Adjust **Color**, **Font** and **Font Size** in `multi-x...` and `oods-x...` according to the game design.<br/> - Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if you need to create a Bitmap Font.|  |
|
||||
|
||||
|
||||
#### item-description-no-odds
|
||||
Setup the `item-description-no-odds` prefab for items that have a description but no win payout:
|
||||
|
||||

|
||||
|------|--------|-----------------|
|
||||
| 1 | Set **Sprite Frame** in `background` using prepared assets. |  |
|
||||
| 2 | Name prefab as `item-description-<name>` and set **Animation Name** in **Animation Provider**. |  |
|
||||
| 3 | Set **Sprite Frame** in `sprite-item` using prepared assets. |  |
|
||||
| 4 | Adjust **Color**, **Font**, and **Font Size** in `multi-x...` and `odds-x...`. Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if needed. |  |
|
||||
|
||||
- **item-description-no-odds** (Items with description only):
|
||||
- 
|
||||
- Steps:
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | - Setup the **Sprite Frame** in the `background` using the prepared assets. | <img width="1000"/> |
|
||||
| 2 | - Name the item prefab following the format item-description-**name**".<br/> - Setup **Animation Name** to match the item's name in the **Animation Provider**.|  |
|
||||
| 3 | - Setup the **Sprite Frame** in the `sprite-item` using the same name as the item from the prepared assets. |  |
|
||||
| 4 | - Set the **String** and adjust **Color**, **Font** and **Font Size** in the `description` according to the game design.<br/> - Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if you need to create a Bitmap Font. |  |
|
||||
|
||||
#### item-description-big
|
||||
Setup the `item-description-big` prefab for items that include both a win payout and a description:
|
||||
|
||||

|
||||
|------|--------|-----------------|
|
||||
| 1 | Set **Sprite Frame** in `background` using prepared assets. |  |
|
||||
| 2 | Name prefab as `item-description-<name>` and set **Animation Name** in **Animation Provider**. |  |
|
||||
| 3 | Set **Sprite Frame** in `sprite-item` using prepared assets. |  |
|
||||
| 4 | Set **String**, **Color**, **Font**, and **Font Size** in `description`. Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if needed. |  |
|
||||
|
||||
- **item-description-big** (Items with both payout and description):
|
||||
- 
|
||||
- Steps:
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | - Setup the **Sprite Frame** in the `background` using the prepared assets. | <img width="1000"/> |
|
||||
| 2 | - Setup the payout by following **Step 4** in **Setup prefab `item-description-small`** | [Configure Item Description Small](./item-description#item-description-small) | |
|
||||
| 3 | - Setup the description by following **Step 4** in **Setup prefab `item-description-no-odds`** | [Configure Item Description No Odds](./item-description#item-description-no-odds) | |
|
||||
|------|--------|-----------------|
|
||||
| 1 | Set **Sprite Frame** in `background` using prepared assets. |  |
|
||||
| 2 | Follow **Step 4** of `item-description-small` for payout setup. | [See Small Setup](#item-description-small) |
|
||||
| 3 | Follow **Step 4** of `item-description-no-odds` for description setup. | [See No-Odds Setup](#item-description-no-odds) |
|
||||
|
||||
:::tip
|
||||
Use Helper to setup:
|
||||
1. Setup **Content Size** and **Cell Item Size** according to the game design.
|
||||
2. Use prepared bitmap fonts to Setup the **Labels** font.
|
||||
**Tip**:
|
||||
- Use the helper tool to configure:
|
||||
1. Set **Content Size** and **Cell Item Size** per game design.
|
||||
2. Use prepared bitmap fonts for **Labels**.
|
||||
3. Click **Set Size** to run the helper.
|
||||
4. Setup the **Background**, **Sprite Frame**, **Animation**, **Payout**, **Description** of the item using the prepared assets.
|
||||
|
||||

|
||||
:::
|
||||
4. Configure **Background**, **Sprite Frame**, **Animation**, **Payout**, and **Description** using prepared assets.
|
||||
- 
|
@ -1,128 +1,67 @@
|
||||
---
|
||||
sidebar_position: 16
|
||||
sidebar_position: 8
|
||||
title: Free Round
|
||||
description: Display and manage remaining free rounds in the game.
|
||||
---
|
||||
|
||||
# Free Round
|
||||
# Free Round System
|
||||
|
||||
## Overview
|
||||
|
||||
- Handles the **display** and **logic** for tracking remaining free rounds in a slot game.
|
||||
- Supports both **desktop** and **mobile**, including animation and event handling.
|
||||
The **Free Round** system manages the display and logic for tracking remaining free rounds in the game, supporting both desktop and mobile platforms.
|
||||
|
||||
| Platform | Preview |
|
||||
|----------|---------|
|
||||
| Desktop |  |
|
||||
| Mobile |  |
|
||||
| Desktop |  |
|
||||
| Mobile |  |
|
||||
|
||||
---
|
||||
## Asset Preparation
|
||||
- **Core Assets**:
|
||||
- Path: `assets/core-assets/hyper-core/packages/freeround-count-box/prefabs`
|
||||
- 
|
||||
- **Game Assets**:
|
||||
- Path: `assets/game-assets/prefabs`
|
||||
- 
|
||||
|
||||
## Setup
|
||||
1. **General Configuration**:
|
||||
- Ensure script references correct nodes.
|
||||
- 
|
||||
- Properties:
|
||||
| Property | Description |
|
||||
|----------|-------------|
|
||||
| `duration` | Duration of fade in/out animation (seconds). |
|
||||
| `content` | Container node for the counter. |
|
||||
| `labelLeft` | Label showing remaining free rounds. |
|
||||
- 
|
||||
|
||||
## Implementation
|
||||
2. **Platform Setup**:
|
||||
- **Desktop**:
|
||||
- Add `Platform-ui-controller` component.
|
||||
- 
|
||||
- **Mobile**:
|
||||
- Add `Platform-ui-controller` and `UI Mobile Position` components.
|
||||
- 
|
||||
|
||||
### Prepare Assets
|
||||
3. **Asset Setup**:
|
||||
- **Desktop**:
|
||||
- Path: `assets/game-assets/textures/desktop/preloads/main-game/custom-scale`
|
||||
- 
|
||||
- **Mobile**:
|
||||
- Path: `assets/game-assets/textures/mobile/preloads/main-game/custom-scale`
|
||||
- 
|
||||
|
||||
- Copy or parse prefabs from core to game assets.
|
||||
4. **Font Setup**:
|
||||
- 
|
||||
|
||||
#### Core
|
||||
|
||||
| Path | Preview |
|
||||
|------|---------|
|
||||
| `assets/core-assets/hyper-core/packages/freeround-count-box/prefabs` |  |
|
||||
|
||||
#### Game
|
||||
|
||||
| Path | Preview |
|
||||
|------|---------|
|
||||
| `assets/game-assets/prefabs` | |
|
||||
|
||||
---
|
||||
|
||||
### Setup
|
||||
|
||||
- Ensure the script references the correct nodes.
|
||||
|
||||

|
||||
|
||||
- Manages and displays the remaining free round count in-game.
|
||||
|
||||
"
|
||||
|
||||
| Property | Description |
|
||||
|---------------|--------------------------------------------|
|
||||
| `duration` | Duration of fade in/out animation (seconds) |
|
||||
| `content` | Container node for the counter |
|
||||
| `labelLeft` | Label showing remaining free rounds |
|
||||
|
||||
---
|
||||
|
||||
#### Platform Setup
|
||||
|
||||
- Ensure that the desktop and mobile prefabs are positioned differently in the main game scene for proper layout on each platform.
|
||||
|
||||
##### Desktop
|
||||
|
||||

|
||||
|
||||
| Component | Description |
|
||||
|-------------------------|-------------|
|
||||
| `Platform-ui-controller` | [View Setup](/docs/faqs/setup-cocos-scene#platform-ui-controller) |
|
||||
|
||||
|
||||
##### Mobile
|
||||
|
||||

|
||||
|
||||
| Component | Description |
|
||||
|-------------------------|-------------|
|
||||
| `Platform-ui-controller` | [View Setup](/docs/faqs/setup-cocos-scene#platform-ui-controller) |
|
||||
| `UI Mobile Position` | [Mobile Position Setup](/docs/faqs/setup-cocos-scene#ui-mobile-landscape--portrait--position) |
|
||||
|
||||
---
|
||||
|
||||
#### Asset Setup
|
||||
|
||||
##### Desktop
|
||||
|
||||
| Path | Preview |
|
||||
|------|---------|
|
||||
| `assets/game-assets/textures/desktop/preloads/main-game/custom-scale` |  |
|
||||
|
||||
##### Mobile
|
||||
|
||||
| Path | Preview |
|
||||
|------|---------|
|
||||
| `assets/game-assets/textures/mobile/preloads/main-game/custom-scale` |  |
|
||||
|
||||
##### Common
|
||||
|
||||
- **Free Round Background**
|
||||

|
||||
|
||||
🔗 More: [Game Asset Structure](/docs/category/game-asset-structure)
|
||||
|
||||
:::tip
|
||||
- **Position & Size**: Follow the game design layout.
|
||||
- **Asset Packing**: Use separate textures for Desktop and Mobile.
|
||||
:::
|
||||
|
||||
---
|
||||
|
||||
#### Font Setup
|
||||
|
||||
| Preview |
|
||||
|---------|
|
||||
|  |
|
||||
|
||||
---
|
||||
**Tip**:
|
||||
- Follow game design for position and size.
|
||||
- Use separate textures for Desktop and Mobile.
|
||||
- Ensure the main scene includes the popup panel ([See Popup Panel Guide](http://localhost:3000/docs/setup-main-game/main-scene/popup-panel#multiple-popup-panel)).
|
||||
|
||||
## Game Result Example
|
||||
|
||||
Make sure the main scene includes the popup panel.
|
||||
🔗 [See Popup Panel Guide](/docs/setup-main-game/main-scene/popup-panel#multiple-popup-panel)
|
||||
|
||||
| Platform | Popup | Action | Result |
|
||||
|----------|--------|---------------|--------|
|
||||
|----------|-------|--------|--------|
|
||||
| Desktop |  | Click → Start |  |
|
||||
| Mobile |  | Click → Start |  |
|
@ -4,107 +4,95 @@ sidebar_position: 9
|
||||
|
||||
# Info Pages
|
||||
|
||||
Info Pages (Information Pages) provide players with essential details about how the game works. It helps player understand the rules, features, symbols, payout structures, and other gameplay mechanics.
|
||||
|
||||
---
|
||||
## Overview
|
||||
**Info Pages** provide players with details about game rules, features, symbols, payout structures, and mechanics. They are divided into **Paytable** and **Rules** sections, with different layouts for Desktop and Mobile.
|
||||
|
||||
- **Desktop** consists Paytable and Rules in **Info Pages**.
|
||||
- **Mobile** is divided into 2 parts Paytable and Rules
|
||||
| Platform | Desktop | Mobile |
|
||||
|----------|---------|--------|
|
||||
| Paytable/Rules | <br/><br/> | <br/> |
|
||||
|
||||
|Desktop | Mobile |
|
||||
|:------:|:------:|
|
||||
|||
|
||||
|<br/>||
|
||||
|
||||
## Prepare the assets
|
||||
## Asset Preparation
|
||||
| Assets | Description |
|
||||
|--------|-------------|
|
||||
||Used to setup **Rules** or image in RichText|
|
||||
||Used to setup **Paytable**|
|
||||
|  | Used for **Rules** or RichText images. |
|
||||
|  | Used for **Paytable** setup. |
|
||||
|
||||
## Setup Prefabs Desktop
|
||||
|
||||
| Step | Action | Description | Image Reference |
|
||||
| :--: | :----- | :---------- | :---------------------------------------------------------------------------------------------: |
|
||||
| 1 | Locate all template prefabs need for **Info Pages Desktop** | Search for the `desktop-hyper-info-panel` prefab. |  |
|
||||
| 2 | Clone assets| Copy/Pase to game assets location, then rename the copied prefabs by removing unnecessary prefixes. |  |
|
||||
## Desktop Setup
|
||||
1. **Locate Template Prefabs**:
|
||||
- Search for the `desktop-hyper-info-panel` prefab.
|
||||
- 
|
||||
2. **Clone Assets**:
|
||||
- Copy and paste to the game assets location, removing unnecessary prefixes.
|
||||
- 
|
||||
|
||||
### desktop-info-panel
|
||||
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | Change **Color** in `page-background` follow the game design.| <img width="400"/> |
|
||||
| 2 | Change **Color** in `menu-header-background` follow the game design. |  |
|
||||
| 3 | Update **Prefab** in `paytable-content` from prepared prefabs. |  ||
|
||||
| 4 | Update **Prefab** in `rules-content` from prepared prefabs.|  |
|
||||
| Step | Action | Image Reference |
|
||||
|------|--------|-----------------|
|
||||
| 1 | Change **Color** in `page-background` per game design. |  |
|
||||
| 2 | Change **Color** in `menu-header-background` per game design. |  |
|
||||
| 3 | Update **Prefab** in `paytable-content` using prepared prefabs. |  |
|
||||
| 4 | Update **Prefab** in `rules-content` using prepared prefabs. |  |
|
||||
|
||||
### desktop-paytable-content
|
||||
|
||||
- Paytable: Consist **Item with Payout** and **Item with Description**.
|
||||
|
||||
- Setup **Item with Payout**:
|
||||
|
||||

|
||||
|
||||
- **Item with Payout**:
|
||||
- 
|
||||
- Steps:
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | Setup Item with **Item Name** and **Odds Items** follow the game design.| <img width="1000"/>  |
|
||||
| 2 | Setup **Sprite Frame** in `item-display` same name with item from prepared assets. |  |
|
||||
| 3 | Change **Color** in `multi-x...` and `oods-x...` follow the game design. |  ||
|
||||
| 4 | - Change **Font** and **Font Size** in `multi-x...` and `oods-x...` follow the game design.<br/> - Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) to create Font Bitmap if you need it.|  |
|
||||
|
||||
- Setup **Item with Description**:
|
||||
|
||||

|
||||
|------|--------|-----------------|
|
||||
| 1 | Set **Item Name** and **Odds Items** per game design. |  |
|
||||
| 2 | Set **Sprite Frame** in `item-display` using prepared assets. |  |
|
||||
| 3 | Change **Color** in `multi-x...` and `odds-x...` per game design. |  |
|
||||
| 4 | Adjust **Font** and **Font Size** in `multi-x...` and `odds-x...`. Use [Bitmap Font Creator](http://localhost:3000/docs/category/game-asset-structure) if needed. |  |
|
||||
|
||||
- **Item with Description**:
|
||||
- 
|
||||
- Steps:
|
||||
| Step | Action | Image Reference |
|
||||
| :--: | :----- | :-------------: |
|
||||
| 1 | Setup Item with **Name** follow the game design. | <img width="1250"/>  |
|
||||
| 2 | Setup **Sprite Frame** in `item-display` same name with item from prepared assets. |  |
|
||||
| 3 | Change **String** in `description` follow the game design. |  |
|
||||
|------|--------|-----------------|
|
||||
| 1 | Set **Name** per game design. |  |
|
||||
| 2 | Set **Sprite Frame** in `item-display` using prepared assets. |  |
|
||||
| 3 | Change **String** in `description` per game design. |  |
|
||||
|
||||
- Feature Game: Depending on each game, there will be different feature: **FREESPIN BONUS**, **BONUS FEATURE**, ...
|
||||
|
||||
- Title : Change **String** and **Color** in `freespins-bonus-title` follow the game design.
|
||||
- Image : Setup **Sprite Frame** `freespins-bonus-image-...` use from prepared assets.
|
||||
- Description: Change **String** in `freespins-bonus-description` ollow the game design.
|
||||
|
||||
| Overivew | Configure |
|
||||
| :--------------: | :------------------: |
|
||||
|  |  |
|
||||
|  |  |
|
||||
- **Feature Game**:
|
||||
- Configure based on game features (e.g., **FREESPIN BONUS**, **BONUS FEATURE**):
|
||||
- **Title**: Update **String** and **Color** in `freespins-bonus-title`.
|
||||
- **Image**: Set **Sprite Frame** in `freespins-bonus-image-...` using prepared assets.
|
||||
- **Description**: Update **String** in `freespins-bonus-description`.
|
||||
- 
|
||||
- 
|
||||
- 
|
||||
- 
|
||||
|
||||
### desktop-rules-content
|
||||
There are 2 types: **Lines** and **Ways**.
|
||||
1. Setup **Sprite Frame** in `lines-image` from prepared assets.
|
||||
2. Change **Color** in `lines-title` follow game desgin.
|
||||
3. If the game is **Ways**:
|
||||
- Change **String** in `lines-title` is **WIN WAYS/DYNAWAYS**.
|
||||
- Types: **Lines** or **Ways**.
|
||||
- Steps:
|
||||
1. Set **Sprite Frame** in `lines-image` using prepared assets.
|
||||
2. Change **Color** in `lines-title` per game design.
|
||||
3. For **Ways**:
|
||||
- Update **String** in `lines-title` to **WIN WAYS/DYNAWAYS**.
|
||||
- Enable and update **String** in `lines-description`.
|
||||
- 
|
||||
- 
|
||||
- 
|
||||
- 
|
||||
|
||||
| Overivew | Configure |
|
||||
| :--------------: | :------------------: |
|
||||
|  |  |
|
||||
|  |  |
|
||||
## Mobile Setup
|
||||
1. **Locate Template Prefabs**:
|
||||
- Search for the `mobile-ui` prefab.
|
||||
- 
|
||||
2. **Clone Assets**:
|
||||
- Copy and paste to the game assets location, removing unnecessary prefixes.
|
||||
- 
|
||||
3. **Configure Prefabs**:
|
||||
- Configure `mobile-paytable-content` and `mobile-rules-content` as described in [Desktop Setup](#desktop-setup).
|
||||
4. **Spawner Positions**:
|
||||
- For **Paytable**: Use `mobile-paytable-content-spawner` in the `mobile-ui` prefab.
|
||||
- 
|
||||
- For **Rules**: Use `mobile-rule-content-spawner` in the `mobile-ui` prefab.
|
||||
- 
|
||||
|
||||
## Setup Prefabs Mobile
|
||||
|
||||
| Step | Action | Description | Image Reference |
|
||||
| :--: | :----- | :---------- | :-------------: |
|
||||
| 1 | Locate all template prefabs need for **Info Pages Mobile**| Search for the `mobile-ui` prefab. |<img width="2000"/> |
|
||||
| 2 | Clone assets| Copy/Pase to game assets location, then rename the copied prefabs by removing unnecessary prefixes. |  |
|
||||
| 3 | Configure prefabs| We will configure `mobile-paytable-content` and `mobile-rules-content` the same as configure for desktop. | [Configure prefabs Desktop](./info-pages#setup-prefabs-desktop) |
|
||||
| 4 | Locate **Paytable** spawner position in `mobile-ui`, then use prefab configured.| Search for the `mobile-paytable-content-spawner` in `mobile-ui` prefab. |  |
|
||||
| 5 | Locate **Rules** spawner position in `mobile-ui`, then use prefab configured.| Search for the `mobile-rule-content-spawner` in `mobile-ui` prefab. | <img width="1500"/> |
|
||||
|
||||
:::tip
|
||||
|
||||
If the game already have server, we will check config settings from server.
|
||||
|
||||
1. Run DevTools on Browser, on tab **Network** find message with **event** = "config".
|
||||
|
||||
2. Check values in **paytable** and compare it with what we've done.
|
||||
|
||||

|
||||
:::
|
||||
**Tip**:
|
||||
- If the game has a server, verify config settings:
|
||||
1. Open DevTools, navigate to the **Network** tab, and find the message with **event** = "config".
|
||||
2. Compare **paytable** values with the configured setup.
|
||||
- 
|
Before Width: | Height: | Size: 96 KiB After Width: | Height: | Size: 96 KiB |
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Reference in New Issue
Block a user