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README.md
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README.md
@ -11,26 +11,22 @@ Start new FNA projects with Nez quickly and easily with handy setup scripts, a v
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## Prerequisites ##
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- [Visual Studio Code](https://code.visualstudio.com)
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- [C# Extension](https://marketplace.visualstudio.com/items?itemName=ms-vscode.csharp)
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- [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))
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- [Mono](https://www.mono-project.com/docs/getting-started/install/mac/) (required for MacOS)
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- [Mono Debugger Extension](https://marketplace.visualstudio.com/items?itemName=ms-vscode.mono-debug) (required for macOS debugging)
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- [Git](https://git-scm.com)
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- [7-Zip](https://www.7-zip.org) (required for Windows to decompress fnalibs)
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- [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))
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## Setup Instructions ##
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1. Download and unzip the ZIP archive (don't clone the repo!)
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2. Copy+paste the resulting folder to your desired project directory
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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.
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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)
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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.
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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)
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That's it! Now you're ready to build and run the base project!
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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.
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## Build Tasks ##
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- **Restore Project:** Restores the .csproj. Run this before building for the first time, and run it again whenever you change the .csproj file.
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- **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.
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- **Restore Project:** Restores the .csproj. Run it again whenever you change the .csproj file.
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- **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.
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- **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.
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- **Clean Project:** Cleans the output directories and all their subdirectories.
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- **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.
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