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中文说明、玩家点评、适用场景和替代推荐,方便快速判断是否适合你。
- 界面布局、头像框、姓名板和动作条优化
Gallery Generator 插件下载与使用指南
本页整理了 Gallery Generator 的功能用途、适用人群、安装方法和常见问题,方便玩家快速判断是否需要安装。
适合谁用
Gallery Generator 是一款 开发工具 / 运行库 类插件,适合需要优化界面、提升操作效率或补充游戏信息提示的魔兽世界玩家。
基本信息
- 插件作者:eXochron
- 插件分类:开发工具 / 运行库
- 适配版本:12.0.1
- 累计下载:11,044
安装方法
- 点击上方下载按钮获取 Gallery Generator插件文件。
- 解压后将插件文件夹放入 World of Warcraft/_retail_/Interface/AddOns 目录。
- 重启游戏或在角色界面点击插件,确认 Gallery Generator 已启用。
- 如果插件不生效,请检查版本是否匹配,或关闭同类冲突插件后重试。
使用建议
Gallery Generator 安装后建议先在角色界面确认已启用,进入游戏后根据插件提供的命令、小地图按钮或设置面板进行调整。如遇到报错,可先单独启用该插件排查冲突。
Gallery Generator 常见问题
Gallery Generator 适合需要 开发工具 / 运行库 类功能的玩家,特别是希望提升游戏便利性、界面管理或战斗信息获取效率的用户。
下载后解压到 Interface/AddOns 目录,然后重启游戏并在角色界面启用插件。
常见原因是目录多套一层、游戏版本不匹配、依赖插件缺失或同类插件冲突。
可以查看本页的替代插件推荐和相关插件区域,按下载量和分类选择同类工具。
插件 AI 问答
可以问:这个插件正式服能用吗、和 DBM 冲突吗、怎么设置、有没有替代插件。
Gallery Generator 是一款魔兽世界插件,主要用于插件库、数据接口或依赖支持。建议根据自己的版本和插件环境先测试兼容性。
插件用途
Gallery Generator 主要面向需要运行库功能的玩家,用来改善游戏体验、减少重复操作或补充默认界面没有直接提供的信息。
适用场景
- 插件库、数据接口或依赖支持
使用建议
安装后建议先在角色选择界面或插件管理器中确认已启用,再进入游戏测试是否与现有整合包、WA 和其他插件冲突。如遇报错,可以先禁用同类插件排查。
This library is designed for addon authors who wish to generate consistent screenshots for their image gallery.
Installation
- Requires LibStub
Just install this as a standalone addon from CurseForge or Wago. You don't need to embedded or package it into your project. A dependency link as a used tool is appreciated though. :)
Example
local gg = LibStub("GalleryGenerator")
gg:TakeScreenshots(
{
-- First screenshot with open character frame
function(api)
api:BackScreen() -- hide game world with black screen
ToggleCharacter("PaperDollFrame") -- show character frame
end,
-- second screenshot with reputation frame
function(api)
api:BackScreen(0, 1, 0) -- green screen
api:PointAndClick(CharacterFrameTab2)
end,
-- third screenshot toggles and traverses player menu
function(api)
api:Click(CharacterFrameTab1) -- back to tab 1
-- open player menu
UnitPopup_OpenMenu("SELF", { fromPlayerFrame = true, unit = "player", })
-- wait for menu and point to raid markers
api:WaitAndPointOnMenuElement(1, 2, function()
--wait again and point to skull marker
api:WaitAndPointOnMenuElement(2, 1)
end)
end,
},
-- cleanup and revert previous states
function(api)
ToggleCharacter("PaperDollFrame") -- hide character frame
end
)
More practical examples can be found here:
API
The library itself has only one external method called TakeScreenshots.
- The first argument is a list of your preparation functions. A screenshot is triggered 1 Second after the end of each function.
- With a further optional function as second argument, you can revert your UI back into the initial state.
Each function is provided with an internal API as first argument.
api:Point(targetFrame[, offsetX[, offsetY]])
This places a virtual pointer icon central on the given frame. It also triggers script handlers for OnEnter and all parent frames. Subsequently, it also triggers OnLeave.
targetFrame table|FrameA frame to place the pointer ontooffsetX nil|numberOptional offset right of the center (negative for left)offsetY nil|numberOptional offset up of the center (negative for down)
Returns:
table|TextureBaseTexture instance of pointer icon for own further customization
api:Click(targetFrame[, button])
This triggers all cLick handlers on the given frame. (In
order: OnMouseDown, OnMouseUp, PreClick, OnClick, PostClick)
targetFrame table|FrameFrame to trigger a click onbutton nil|stringOptional mouse button identifier. Defaults to "LeftButton"
api:PointAndClick(targetFrame)
A simple function to subsequently call Point() and Click()
targetFrame table|FrameFrame to place the pointer on and trigger a LeftClick
Returns:
table|TextureBaseTexture instance of pointer icon for own further customization
api:Wait()
This interrupts the internal Screenshot timer, so you can wait longer for your UI to finish loading.
You HAVE TO call Continue() on your own to process further!
api:Continue()
This continues processing after a Wait() interruption.
api:BackScreen([red, green, blue])
This shows a back screen to hide the game world.
red nil|numberOptional red component [0.0 - 1.0]green nil|numberOptional green component [0.0 - 1.0]blue nil|numberOptional blue component [0.0 - 1.0]
api:GetOpenMenuElement(menuIndex, elementIndex)
This returns the n-th element frame of an open menu.
menuIndex numberIndex number of open Menu (1=start menu, 2=first submenu, 3=second submenu…)elementIndex numberIndex number of element from the top. Spacer and divider do count as well.
api:WaitAndPointOnMenuElement(menuIndex, elementIndex, onDone, xOffset, yOffset)
This interrupts the execution and waits for a menu element to be rendered. It also points onto the element.
You can chain WaitAndPointOnMenuElement in your onDone handler to traverse multiple submenus.
You need to Continue() in your own onDone function. If you don't provide a function, it continues automatically.
menuIndex numberIndex number of open Menu (1=start menu, 2=first submenu, 3=second submenu…)elementIndex numberIndex number of element from the top. Spacer and divider do count as well.onDone nil|functionOptional custom handling gets element frame as first parameter.offsetX nil|numberOptional offset right of the element center (negative for left)offsetY nil|numberOptional offset up of the element center (negative for down)
Tips & Tricks
- You should use the english game client to take screenshots. So they are readable by probably the most users. (You can use a PTR client for that. ;))
- Use the
:BackScreen()to hide the game world and to provide a nice background color for further processing. - You can add your script and images into your project repository, but you should ignore them in your .pkgmeta file. So it doesn't bloat the final zip unnecessarily.
- After you have taken some nice shots. You can automate copying and cropping the files a bit as well. Read further in the project wiki.
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