Merge remote-tracking branch 'origin/feature/add-git-using' into feature/20250521-update-doc

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Pham Huynh Duc Huy 2025-05-21 14:37:14 +07:00
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The bottom bar UI on desktop provides a functional interface for gameplay control
---
### Overview
- Full bottom bar with all controls visible
- Horizontal layout maximizing screen width
![Desktop Bottom Bar UI Layout](../img/05-main-scene/bottom-ui-desktop.png)
---
## Implementation
## Prepare Prefabs
### Step 1: Set Up Prefab Editor
### Step 1: ui-bottom-bar-panel
| Step | Action | image |
|------|---------|--------------|
| 1. Locate Prefab | Search for `ui-bottom-bar-panel` prefab | ![Locate Prefabs](../img/05-main-scene/add-texture-bottom-bar-prefab.png) |
| 2. Find Assets | Navigate to `core/editor` directory | ![Copy UI Folder](../img/05-main-scene/add-texture-label-prefab.png) |
| 3. Clone Assets | Copy / Paste to game assets location | ![Asset Placement](../img/05-main-scene/editor-texture-label-prefab.png) |
**Copy** `template-new-ui-bottom-bar-panel`
from `assets\core-assets\hyper-core\packages\ui\desktop-ui\prefabs\template-ui-bottom-bar-panel`
![Add Symbol Texture](../img/05-main-scene/add-texture-bottom-bar-prefab.png)
**Past & rename** `assets\game-assets\prefabs\ui-bottom-bar-panel.prefab`
:::warning
Must rename to **ui-bottom-bar-panel**
:::
![Add Symbol Texture](../img/05-main-scene/ui-bottom-bar/to-ui-bottom-bar.png)
### Step 2: template-label
**Copy 2 prefab** `template-label-auto-selection` & `template-label-title`
**From** `assets\core-assets\hyper-core\packages\ui\desktop-ui\editor\`
![Add Symbol Texture](../img/05-main-scene/ui-bottom-bar/from-label.png)
**To** `assets\game-assets\editor\bottom-ui\`
![Add Symbol Texture](../img/05-main-scene/ui-bottom-bar/to-label.png)
### Step 3: template-label-auto-selection
**To and rename** `template-label-auto-selection` & `template-label-title`
From `assets\core-assets\hyper-core\packages\ui\desktop-ui\prefabs\`
![Add Symbol Texture](../img/05-main-scene/ui-bottom-bar/from-button-auto.png)
**To** `assets\game-assets\prefabs\`
:::warning
Must rename to **button-auto-selection**
:::
![Add Symbol Texture](../img/05-main-scene/ui-bottom-bar/to-button-auto.png)
---
### Step 2: Configure Prefabs
## Edit prefab
#### Core Prefabs Structure
Navigate to the location where the prefabs: `assets\core-assets\hyper-core\packages\ui\desktop-ui\prefabs\`
![Directory Structure](../img/05-main-scene/add-texture-bottom-bar-prefab2.png)
#### Rename Prefabs
Rename the copied prefabs by removing unnecessary prefixes:
| Prefix to Remove | Original Prefab Name | Final Name |
|------------------|----------------------|------------|
| `template-new-` | `template-new-ui-bottom-bar-panel` | `ui-bottom-bar-panel` |
| `template-` | `template-button-auto-selection` | `button-auto-selection` |
```jsx title="The folder structure is as follows:"
assets\game-assets\prefabs
```
![Prefab Naming Example](../img/05-main-scene/rename-prefab.png)
#### Customize *`button-auto-selection`* Label
### Step 1: button-auto-selection
**Follow Design:**
Use the `template-label-auto-selection` to customize the appearance of the label inside the `button-auto-selection` prefab.
@ -59,10 +73,11 @@ Use the `template-label-auto-selection` to customize the appearance of the label
![Label Configuration Options](../img/05-main-scene/option-for-label.png)
#### Customize *`ui-bottom-bar-panel`* Label
### Step 2: template-label-title
Use `assets\game-assets\editor\bottom-ui\template-label-title` to customize the `ui-bottom-bar-panel`:
:::info
🔗[Follow the same configuration as Button Auto Selection Labels](#customize-button-auto-selection-label)
🔗[Follow the same configuration as button-auto-selection](#edit-prefab)
Bottom bar labels include a localization component for multi-language support
:::
@ -77,29 +92,33 @@ The `FormatText` property controls text formatting behavior for label components
---
### Step 3: Set Up UI In Main Scenes
## Setup Main Scene
Create new node and configuration in your main scene:
![main scenes](../img/05-main-scene/set-positon-bottom-bar.png)
**Create new node** and **configuration** in your main scene:
#### Platform Node Spawner Settings
![main scenes](../img/05-main-scene/set-positon-bottom-bar.png)
🔗 Details: [Platform Node Spawner](http://localhost:3000/docs/faqs/setup-cocos-scene#platform-node-spawner)
### Step 4: Apply Textures
**Position Y** : normally is -415
---
## Apply Textures
**Checklist assets** completed for bottom UI and button UI text
#### Texture Button Bar
Checklist assets completed for bottom UI and button UI text
:::info
🔗 Details: [Game Asset Structure](http://localhost:3000/docs/category/game-asset-structure)
:::
![main scenes](../img/05-main-scene/prepare-ui-bottom-bar.png)
#### Run the Helper Tool
To configure the bottom bar UI helper.
**Run the Helper Tool** to configure the bottom bar UI helper.
:::info
🔗Details: [UI Bottom Bar Desktop Helper](http://localhost:3000/docs/submodule/hyper-editor-package#mobile-ui-helper)
:::
![Add Symbol Texture](../img/05-main-scene/ui-bottom-bar/helper.png)
---

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# USING FORK
---
### AMEND
**BEFORE**
You already push some file and want to add more to this commit.
![Add Symbol Texture](./img/amend-1.png)
Your local change
![Add Symbol Texture](./img/amend-2.png)
**AFTER**
You can see all file local change will appear in your commit.
![Add Symbol Texture](./img/amend-2.png)
#### Step1: Stage all your local change
![Add Symbol Texture](./img/amend-3.png)
#### Step2: Check Amend & Click Amend Last Commit
![Add Symbol Texture](./img/amend-4.png)
---
### REBASE
**BEFORE**
![Add Symbol Texture](./img/before.png)
**AFTER**
![Add Symbol Texture](./img/after.png)
#### Step1: Amend or Commit all your local change.
#### Step2: Right click rebase where you want
![Add Symbol Texture](./img/rebase-1.png)
#### Step2: Click rebase
![Add Symbol Texture](./img/rebase-2.png)
:::warning
If you missing step 1, this popup will appear. Back to step 1 and do it again.
![Add Symbol Texture](./img/rebase-3.png)
:::
#### Step3: Finish.
:::warning
With no conflict, you can see the result like image After.
If conflict, scroll down to check how to **RESOLVE CONFLICT**
:::
---
### DROP COMMIT
In this case: I want to create **PullRequest** merge to **develop** but only commit **test2**.
My branch **feature/test2** must split from **develop** and only have one commit **test2**.
**BEFORE**
![Add Symbol Texture](./img/drop-1.png)
**AFTER**
![Add Symbol Texture](./img/drop-4.png)
#### Step1: Amend or Commit all your local change.
#### Step2:
![Add Symbol Texture](./img/drop-2.png)
#### Step3:
![Add Symbol Texture](./img/drop-3.png)
#### Step4: Click rebase.
---
### CONFLICT RESOLVE
:::warning
Any time in this step, if you see many problem and can't resolve conflict.
Click this button to exit what are you doing. And try another way.
![Add Symbol Texture](./img/resolve-conflic-3.png)
:::
When you meet this warning:
![Add Symbol Texture](./img/resolve-conflic-1.png)
Step1: Click **Local Change**
Step2: Select version you want
Step3: Click Choose
:::warning
If you have multi file conflict. All files will appear in *Unstaged**
You have to resolve all these files.
:::
Step3: Click **Continue Rebase**
![Add Symbol Texture](./img/resolve-conflic-2.png)
---
### PUSH FAIL
![Add Symbol Texture](./img/push-fail-1.png)
If you see this image, It's mean you already push it.
![Add Symbol Texture](./img/push-fail-2.png)
**2 ways to fix it **
**Rebase to old commit** and resolve conflict to keep all file in old version.
![Add Symbol Texture](./img/push-fail-4.png)
**Force Push** to remove old version branch in git & using this branch like newest.
![Add Symbol Texture](./img/push-fail-3.png)

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# TIP SETUP SPIN PANEL
Add reel-bg for each reel
Add reel-frame
Setting spacing: layout (reels-frame node)
Find size item:
+Heigh: average item size => 220. Set spin-panel
+Width: size reel-bg = 240 + setting spacing(20) = 260
landing-panel
present-win-cell-panel
present-win-border-panel
item-description

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# TIP TEST SPECIAL WIN
You have to test a lot when working on localization.
By this way, every time you spin will display all special-win.
![Add Symbol Texture](./img/test-special-win.png)

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# WORK FLOW
## Team VN
_Create Issue: include feature & bug
_Prepare all assets for that feature & bug.
_Update documentation.
## Team Italy
_Using gitea: drag issue from : ToDo -> In Progress -> Done (Git auto change to done)
_Support teamVN feedback about documentation.
## GIT FLOW
**Team Italy** after finish any feature or bug.
:::tip
Create PullRequest: Title format should be: `Close #{Issue ID}: {content}` (Following this format will help automate the closing of linked issues when the pull request is merged).
:::
**Team VN** will try to review and merge as soon as possible.
:::tip
Sometimes **team VN** still not merge PullRequest and **team Italy** want to do next issue.
To avoid conflicts, recommend using prefabs for features and notifying team members whenever update the SCENE.
Normally, if PullRequest1 is good and merge to develop. PullRequest2 will not conflict.
:::

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{
"label": "USING GIT",
"collapsible": true,
"collapsed": false,
"link": {
"title": "USING GIT"
}
}

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# MD
| Step | Action | image |
|------|---------|--------------|
| 1. Locate Prefab | Search for `ui-bottom-bar-panel` prefab | ![Locate Prefabs](./img/push-fail-3.png) |
| 2. Find Assets | Navigate to `core/editor` directory | ![Copy UI Folder](./img/push-fail-3.png) |
| 3. Clone Assets | Copy / Paste to game assets location | ![Asset Placement](./img/push-fail-3.png) |
![Add Symbol Texture](./img/rebase-2.png)
:::warning
If you missing step 1, this popup will appear. Back to step 1 and do it again.
![Add Symbol Texture](./img/rebase-3.png)
:::