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@ -11,26 +11,22 @@ Start new FNA projects with Nez quickly and easily with handy setup scripts, a v
## Prerequisites ##
- [Visual Studio Code](https://code.visualstudio.com)
- [C# Extension](https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp)
- [Mono Debugger Extension](https://marketplace.visualstudio.com/items?itemName=ms-vscode.mono-debug) (required for macOS debugging -- [Windows can use `clr` instead](https://github.com/OmniSharp/omnisharp-vscode/wiki/Desktop-.NET-Framework))
- [Mono](https://www.mono-project.com/docs/getting-started/install/mac/) (required for MacOS)
- [Mono Debugger Extension](https://marketplace.visualstudio.com/items?itemName=ms-vscode.mono-debug) (required for macOS debugging)
- [Git](https://git-scm.com)
- [7-Zip](https://www.7-zip.org) (required for Windows to decompress fnalibs)
- [Microsoft DirectX SDK (June 2010)](https://www.microsoft.com/en-us/download/details.aspx?id=6812) (required for building effects -- on Mac, [you can use Wine to run this](https://github.com/AndrewRussellNet/FNA-Template#linuxmacos-installing-the-directx-sdk-on-wine))
## Setup Instructions ##
1. Download and unzip the ZIP archive (don't clone the repo!)
2. Copy+paste the resulting folder to your desired project directory
3. Run `./getFNA.sh` (macOS) to download the latest Nez, FNA and fnalibs to the directory. You can run this script again if you want to update either FNA or the libraries at a later point. Nez is setup as a submodule so you can update it in the normal fashion.
4. Open the newly-created and named `code-workspace` file (or open the project folder in Visual Studio Code or the top-level sln in Visual Studio)
2. Run `./getFNA.sh` (macOS) to download the latest Nez, FNA and fnalibs to the directory. You can run this script again if you want to update either FNA or the fnalibs at a later point. Nez is setup as a submodule so you can update it in the normal fashion.
3. Open the newly-created and named `PROJECT_NAME_YOU_CHOSE.code-workspace` file (or open the project folder in Visual Studio Code or the top-level sln in Visual Studio)
That's it! Now you're ready to build and run the base project!
That's it! Now you're ready to build and run the base project! When developing raw content (files not processed by the Pipeline tool) should be placed in the `Content` folder and anything that needs processing should go in the `CompiledContent` folder and added to the Pipeline tool.
## Build Tasks ##
- **Restore Project:** Restores the .csproj. Run this before building for the first time, and run it again whenever you change the .csproj file.
- **Build (Debug/Release):** Builds the project with the specified configuration but does not run it. This also copies over everything in the Content/ subdirectory and the fnalibs.
- **Restore Project:** Restores the .csproj. Run it again whenever you change the .csproj file.
- **Build (Debug/Release):** Builds the project with the specified configuration but does not run it. This also runs MGCB.exe, copies over everything in the `Content` and `CompiledContent` subdirectories and the fnalibs.
- **Build and Run (Debug/Release):** Builds and runs the project. On MacOS, it runs the output with Mono. On Windows, it runs the output with .NET Framework.
- **Clean Project:** Cleans the output directories and all their subdirectories.
- **Build Effects:** Runs `fxc.exe` on all of the `.fx` files found in the Content/ subdirectories and outputs corresponding `.fxb` files that can be loaded through the Content Manager at runtime.