feat : update readme
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## 🛠️ Developer Workflows
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### 1. Creating a Skin Material
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### Creating a Skin Material
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To create dynamic, color-maskable 3D materials for new character skins:
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1. Open the **Skin Shader Generator** tool in the editor: `res://scenes/tools/skin_shader_generator.tscn`
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2. Run the scene.
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3. Import your base albedo and mask textures.
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4. Use the UI to visualize UV overlays and adjust color channels (Red, Green, Blue, Alpha masks).
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5. Export the configured material as a `.tres` file into the `assets/materials/skins/` directory.
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- Open the **Skin Shader Generator** tool in the editor: `res://scenes/tools/skin_shader_generator.tscn`
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- Run the scene.
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- Import your base albedo and mask textures.
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- Use the UI to visualize UV overlays and adjust color channels (Red, Green, Blue, Alpha masks).
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- Export the configured material as a `.tres` file into the `assets/materials/skins/` directory.
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### 2. Adding a Skin to the Shop
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Once your material is ready, you need to add it to the game's economy so players can buy and equip it. This is done by updating the Nakama backend module.
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### Adding a Skin to the Shop
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Once your material is ready, you need to update the game's catalog and deploy the changes to the Nakama server.
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1. **Copy the latest script:** Open `server/nakama/tekton_admin.js` locally and copy its updated contents (including your new skin).
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2. **Connect to your VPS** via SSH.
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3. **Create/Edit the file on the remote server:**
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#### Using the Catalog Editor Tool
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- Open the **Skin Catalog Editor** tool in the Godot Editor: `res://scenes/tools/skin_catalog_editor.tscn`
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- Press **F6** (or Right-click -> Run Current Scene).
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- **Manage Skins:**
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- Click **"+ New Skin"** to create a new entry.
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- Fill in the **ID**, **Name**, **Category**, and **Price** (Gold/Stars).
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- Assign the `.tres` material path generated in Step 1.
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- Click **"💾 Save & Generate"**. This automatically rewrites:
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- `res://scripts/managers/skin_manager.gd` (Local catalog)
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- `res://server/nakama/tekton_admin.js` (Server-side shop logic)
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#### Nakama VPS Deployment
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After generating the updated `tekton_admin.js` locally, you must sync it with your remote server.
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- **Copy the latest script:** Open `server/nakama/tekton_admin.js` locally and copy its updated contents (including your new skin).
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- **Connect to your VPS** via SSH.
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- **Create/Edit the file on the remote server:**
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```bash
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nano ~/tekton_admin.js
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# Or use micro (recommended): micro ~/tekton_admin.js
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```
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Paste the copied contents and save the file.
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4. **Find your Nakama Container ID:**
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- **Find your Nakama Container ID:**
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It is highly recommended to use **lazydocker** to manage containers.
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*(To install on Ubuntu: `curl https://raw.githubusercontent.com/jesseduffield/lazydocker/master/scripts/install_update_linux.sh | bash`)*
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Open lazydocker or run `docker ps` to find the Container ID for your Nakama server.
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5. **Copy the file into the Nakama container:**
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- **Copy the file into the Nakama container:**
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```bash
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# Replace ed21ac5d442a with your actual Container ID
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docker cp ~/tekton_admin.js ed21ac5d442a:/nakama/data/modules/tekton_admin.js
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```
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6. **Restart the container** (via lazydocker or `docker restart <Container ID>`) for Nakama to load the new modules. Live game clients will fetch this new catalog automatically upon booting.
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- **Restart the container** (via lazydocker or `docker restart <Container ID>`) for Nakama to load the new modules. Live game clients will fetch this new catalog automatically upon booting.
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### 3. Pushing a New Version (Automated Patching)
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#### 🎨 Skin Creation & Deployment Flow
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```mermaid
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flowchart TD
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%% Creation Phase
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subgraph phase1 [Skin Material Creation]
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A[Albedo & Mask Textures] --> B{Skin Shader Generator}
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B -->|Export| C[material.tres]
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end
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%% Catalog Phase
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subgraph phase2 [Catalog Definition]
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C --> D{Skin Catalog Editor}
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D -->|Save & Generate| E[tekton_admin.js]
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D -->|Save & Generate| F[skin_manager.gd]
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end
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%% Deployment Phase (Dual Path)
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subgraph phase3 [Shop Backend (VPS)]
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E -->|SSH & nano| G[VPS: ~/tekton_admin.js]
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G -->|docker cp| H[Nakama Container]
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H -->|Restart| I[Live Shop Logic Sync]
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end
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subgraph phase4 [Asset Delivery (CI/CD)]
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C --> J[Git Push]
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F --> J
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J -->|GitHub Actions| K[patch.pck]
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K -->|Automatic Download| L[Player Client Assets Sync]
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end
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```
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### Pushing a New Version (Automated Patching)
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When you're ready to deploy new features or assets to players:
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1. Document your changes in `CHANGELOG_DRAFT.md` using player-friendly language.
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2. Run the version generation script from the terminal:
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- Document your changes in `CHANGELOG_DRAFT.md` using player-friendly language.
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- Run the version generation script from the terminal:
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```bash
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python generate_version_json.py --bump patch
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```
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*(Use `--bump minor` or `--bump major` for larger updates.)*
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3. Commit and push your changes to the `main` branch on GitHub:
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- Commit and push your changes to the `main` branch on GitHub:
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```bash
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git add .
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git commit -m "Release version X.Y.Z"
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git push origin main
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```
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4. The **GitHub Actions Workflow** (`deploy_patch.yml`) will automatically detect the push, build the patch manifest (`version.json`), and deploy it to the public `gh-pages` branch.
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5. Live game clients will detect the new version on boot, download the updated files, and apply the patch seamlessly.
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- The **GitHub Actions Workflow** (`deploy_patch.yml`) will automatically detect the push, build the patch manifest (`version.json`), and deploy it to the public `gh-pages` branch.
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- Live game clients will detect the new version on boot, download the updated files, and apply the patch seamlessly.
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### 4. Local Testing & Understanding the Patch System
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### Local Testing & Understanding the Patch System
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When a player (or you) downloads an in-game patch, Godot downloads a `patch.pck` file to the system's `user://` directory.
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- **Virtual File System:** Godot mounts this `.pck` file over the `res://` directory purely in memory. **It does not physically overwrite your local source files** (like `assets/data/version.json`).
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- **Editor Bypass:** When testing locally in the Godot Editor, the `BootScreen` is configured to skip the remote network download and instead automatically parse your *local* `assets/data/version.json`.
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- **Previewing Changelogs:** To preview how your changelog will look before pushing to GitHub:
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1. Add your notes under the `## [NEXT]` section in `CHANGELOG_DRAFT.md`.
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2. Run `py tools/generate_version_json.py` from the terminal.
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3. Run the `BootScreen` scene in the Godot Editor. It will instantly display the updated local UI!
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- Add your notes under the `## [NEXT]` section in `CHANGELOG_DRAFT.md`.
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- Run `py tools/generate_version_json.py` from the terminal.
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- Run the `BootScreen` scene in the Godot Editor. It will instantly display the updated local UI!
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- **Syncing:** After the GitHub Actions CI builds a release online, remember to run `git pull origin main` to sync your local project files with the CI-generated files.
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#### 🗺️ Architecture Flowchart
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