potato47 / ccc-devtools Goto Github PK
View Code? Open in Web Editor NEWCocos Creator 网页调试工具,运行时查看、修改节点树,实时更新节点属性,可视化显示缓存资源。
License: MIT License
Cocos Creator 网页调试工具,运行时查看、修改节点树,实时更新节点属性,可视化显示缓存资源。
License: MIT License
Error: E:\devSoftWare\Creator209\CocosCreator\resources\static\preview-templates\index.jade:38
36| div#recompiling
37| span Recompiling scripts, please wait for refresh...
38| include ./ccc-devtools/index.html
39| script(type='text/javascript' charset='utf-8' src='settings.js')
40| script(type='text/javascript' charset='utf-8' src='app/editor/static/preview-templates/modular.js')
41| script(type='text/javascript' charset='utf-8' src='app/editor/static/preview-templates/boot.js')
Invalid indentation, you can use tabs or spaces but not both
at Lexer.indent (E:\devSoftWare\Creator209\CocosCreator\resources\app.asar\node_modules\jade\lib\lexer.js:790:15)
at Lexer.next (E:\devSoftWare\Creator209\CocosCreator\resources\app.asar\node_modules\jade\lib\lexer.js:941:15)
at Lexer.lookahead (E:\devSoftWare\Creator209\CocosCreator\resources\app.asar\node_modules\jade\lib\lexer.js:113:46)
at Parser.lookahead (E:\devSoftWare\Creator209\CocosCreator\resources\app.asar\node_modules\jade\lib\parser.js:102:23)
at Parser.peek (E:\devSoftWare\Creator209\CocosCreator\resources\app.asar\node_modules\jade\lib\parser.js:79:17)
at Parser.tag (E:\devSoftWare\Creator209\CocosCreator\resources\app.asar\node_modules\jade\lib\parser.js:832:30)
at Parser.parseTag (E:\devSoftWare\Creator209\CocosCreator\resources\app.asar\node_modules\jade\lib\parser.js:759:17)
at Parser.parseExpr (E:\devSoftWare\Creator209\CocosCreator\resources\app.asar\node_modules\jade\lib\parser.js:211:21)
at Parser.block (E:\devSoftWare\Creator209\CocosCreator\resources\app.asar\node_modules\jade\lib\parser.js:729:25)
at Parser.tag (E:\devSoftWare\Creator209\CocosCreator\resources\app.asar\node_modules\jade\lib\parser.js:838:24)
能否在cocos 驱动浏览器刷新之后保持打开的节点状态?
这个很实用, 经常是一刷, 就要一层一层的打开目录树
什么时候添加查看缓存资源啊?就以前版本带的那个功能,挺好用
Error: UI element #error .error-stack doesn't exist.
at e._queryChecked (http://localhost:7456/preview-app/ui.js:1:7508)
at new e (http://localhost:7456/preview-app/ui.js:1:1250)
at http://localhost:7456/preview-app/index.js:1:2404
at http://localhost:7456/preview-app/index.js:1:1380
at Object.next (http://localhost:7456/preview-app/index.js:1:1485)
at c (http://localhost:7456/preview-app/index.js:1:202) {stack: 'Error: UI element #error .error-stack doesn't…://localhost:7456/preview-app/index.js:1:202)', message: 'UI element #error .error-stack doesn't exist.'}
macos 下的 ccc 没有 static 目录 也没有 *.jade文件
升级到2.3.3后,在浏览器预览时所有代码会预先合成一个文件再加载。虽然提高了加载速度,但是抛异常的话无法清晰地定位。
关闭这一特性的方法时在~/.CocosCreator/profiles/features.json文件中加入如下配置:
"bundle-quick-compiler-project": false
但是浏览器却会报错:
大佬,这个工具还更新吗?这么好的工具不能断更啊
升级到2.3.3后,在浏览器预览时所有代码会预先合成一个文件再加载。虽然提高了加载速度,但是抛异常的话无法清晰地定位。
关闭这一特性的方法时在~/.CocosCreator/profiles/features.json文件中加入如下配置:
"bundle-quick-compiler-project": false
放到项目里面去各种路径下都试了!
运行游戏看不到节点树
目前处理方式: 在canvas标签里面加了tabindex属性。
如果有更好的方式解决后麻烦告知一下哈,谢谢 ^-^
使用 ccc-devtools 之后,cc.Event.EventTouch ,event.getLocation() 的世界坐标有偏差,修改一次设备 尺寸才正确
商城购买了插件,但是不能像2.x查看引擎纹理缓存,是没有适配3.x本身吗?
cocos creator v2.2.2 版本, chrome 版本 74.0.3729.108(正式版本) (64 位)。
在creator里点击运行按钮在浏览器里运行demo,然后打开插件的调试信息面板,demo里的node 在移动,但是调试信息面板里node的位置信息不变,只有重新鼠标点击相应的node节点,位置信息才会刷新。 调试面板的自动刷新开发打开/关闭都试了,也不行。
请问这个问题怎么解决?
cc.Camera下面的属性显示不出来哦,, 还有一些我自己写的Component也没法显示具体属性, 有啥方法可以显示出来吗?
查看纹理那里能复制纹理id就好了
点击查看纹理缓存
按钮之后报错
vue.min.js:6 TypeError: Cannot read property 'name' of undefined
at Object.cc.cache (cc-console-utils.js:137)
at wn.openCacheDialog (preview.js:152)
at He (vue.min.js:6)
at HTMLButtonElement.n (vue.min.js:6)
at HTMLButtonElement.Yr.o._wrapper (vue.min.js:6)
cocosCreator2.4.2 缓存的数据结构变动导致获取数据报错。
比如下面是在版本2.4.2,获取的单个纹理的数据结构:
item: cc_EffectAsset
isValid: true
loaded: true
name: "builtin-2d-graphics"
nativeUrl: ""
properties: null
refCount: 2
shaders: [{…}]
techniques: [{…}]
__asyncLoadAssets__: undefined
__depends__: undefined
_effect: Effect {_dirty: true, _name: "builtin-2d-graphics", _technique: Technique, _techniques: Array(1), _asset: cc_EffectAsset}
_name: "builtin-2d-graphics"
_native: ""
_nativeAsset: undefined
_nativeDep: undefined
_nativeUrl: ""
_objFlags: 0
_ref: 2
url: ""
_uuid: "30682f87-9f0d-4f17-8a44-72863791461b"
__proto__: cc_Asset
ccc-devtools/libs/js/cc-console-utils.js
Lines 119 to 151 in 6bf3876
cc-console-utils.js
中的cach
方法中获取的item对象:
说明:附件是2.4.2编辑器自带的 helloworld-typescript项目
test-ccc-devtools.zip
在这段代码后添加: if(!item.content) item.content=item;
ccc-devtools/libs/js/cc-console-utils.js
Line 124 in 6bf3876
ccc-devtools/libs/js/cc-console-utils.js
Line 120 in 6bf3876
// 由于v2.4资源管理模块,所以获取缓存的代码,可替换成cc.assetManager来获取。
let rawCacheData = cc.assetManager.assets._map;
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