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||||
</Reference>
|
||||
<Reference Include="UnityEditor.Networking">
|
||||
<HintPath>/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/Networking/Editor/UnityEditor.Networking.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.TreeEditor">
|
||||
<HintPath>/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/TreeEditor/Editor/UnityEditor.TreeEditor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Ionic.Zip.Unity">
|
||||
<HintPath>/Users/matov/Programming/Projects/unityflash/Assets/FlashTools/Plugins/Ionic.Zip.Unity.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.Graphs">
|
||||
<HintPath>/Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEditor.Graphs.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.Android.Extensions">
|
||||
<HintPath>/Applications/Unity/PlaybackEngines/AndroidPlayer/UnityEditor.Android.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.iOS.Extensions">
|
||||
<HintPath>/Applications/Unity/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.WebGL.Extensions">
|
||||
<HintPath>/Applications/Unity/PlaybackEngines/WebGLSupport/UnityEditor.WebGL.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.WindowsStandalone.Extensions">
|
||||
<HintPath>/Applications/Unity/PlaybackEngines/WindowsStandaloneSupport/UnityEditor.WindowsStandalone.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.OSXStandalone.Extensions">
|
||||
<HintPath>/Applications/Unity/PlaybackEngines/MacStandaloneSupport/UnityEditor.OSXStandalone.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.iOS.Extensions.Xcode">
|
||||
<HintPath>/Applications/Unity/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor.iOS.Extensions.Common">
|
||||
<HintPath>/Applications/Unity/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Common.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="Assembly-CSharp.csproj">
|
||||
<Project>{ED48043C-7BE9-40F3-EC3C-3D4369E54740}</Project> <Name>Assembly-CSharp</Name> </ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
|
||||
</Project>
|
||||
@@ -1,82 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>10.0.20506</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<RootNamespace></RootNamespace>
|
||||
<ProjectGuid>{ED48043C-7BE9-40F3-EC3C-3D4369E54740}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<AssemblyName>Assembly-CSharp</AssemblyName>
|
||||
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<BaseDirectory>Assets</BaseDirectory>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>Temp\bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_3_6;UNITY_5_3;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_SPRITE_POLYGON;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;ENABLE_EDITOR_TESTS_RUNNER;UNITY_STANDALONE_OSX;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_GAMECENTER;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_LOG_MIXED_STACKTRACE;ENABLE_UNITYWEBREQUEST;ENABLE_CLUSTERINPUT;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_OSX</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn>0169</NoWarn>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>Temp\bin\Release\</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoWarn>0169</NoWarn>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.XML" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="UnityEngine">
|
||||
<HintPath>/Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEditor">
|
||||
<HintPath>/Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEditor.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Assets\FlashTools\Scripts\Internal\SwfAssocList.cs" />
|
||||
<Compile Include="Assets\FlashTools\Scripts\Internal\SwfAttributes.cs" />
|
||||
<Compile Include="Assets\FlashTools\Scripts\Internal\SwfList.cs" />
|
||||
<Compile Include="Assets\FlashTools\Scripts\Internal\SwfSettings.cs" />
|
||||
<Compile Include="Assets\FlashTools\Scripts\Internal\SwfUtils.cs" />
|
||||
<Compile Include="Assets\FlashTools\Scripts\SwfAsset.cs" />
|
||||
<Compile Include="Assets\FlashTools\Scripts\SwfClip.cs" />
|
||||
<Compile Include="Assets\FlashTools\Scripts\SwfClipAsset.cs" />
|
||||
<Compile Include="Assets\FlashTools\Scripts\SwfClipController.cs" />
|
||||
<Compile Include="Assets\FlashTools\Scripts\SwfManager.cs" />
|
||||
<None Include="Assets\FlashTools\Resources\Shaders\SwfDecrMask.shader" />
|
||||
<None Include="Assets\FlashTools\Resources\Shaders\SwfSimple.shader" />
|
||||
<None Include="Assets\FlashTools\CHANGELOG.txt" />
|
||||
<None Include="Assets\FlashTools\Resources\Shaders\SwfIncrMask.shader" />
|
||||
<None Include="Assets\FlashTools\Resources\Shaders\SwfMasked.shader" />
|
||||
<Reference Include="UnityEngine.UI">
|
||||
<HintPath>/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.Networking">
|
||||
<HintPath>/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Ionic.Zip.Unity">
|
||||
<HintPath>/Users/matov/Programming/Projects/unityflash/Assets/FlashTools/Plugins/Ionic.Zip.Unity.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
|
||||
</Project>
|
||||
@@ -1,29 +0,0 @@
|
||||
-----------------
|
||||
-- Version 0.4 --
|
||||
-----------------
|
||||
|
||||
Clip groups
|
||||
Fix move assets bug
|
||||
Tint color for clips
|
||||
Animation API improvements
|
||||
|
||||
-----------------
|
||||
-- Version 0.3 --
|
||||
-----------------
|
||||
|
||||
Preview for animation assets and clips
|
||||
Animation API improvements
|
||||
Memory optimizations
|
||||
|
||||
-----------------
|
||||
-- Version 0.2 --
|
||||
-----------------
|
||||
|
||||
Export optimizations
|
||||
Export clips with export names
|
||||
|
||||
-----------------
|
||||
-- Version 0.1 --
|
||||
-----------------
|
||||
|
||||
Initial alpha version
|
||||
@@ -1,7 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e61267a1fa3da4e2e9a990b8109dab62
|
||||
guid: 50d6a4b1e06fc499eae74636470fb2f3
|
||||
folderAsset: yes
|
||||
timeCreated: 1472969622
|
||||
timeCreated: 1480708526
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
267
Assets/FlashTools/Docs/API.md
Normal file
@@ -0,0 +1,267 @@
|
||||
## SwfClip
|
||||
|
||||
```csharp
|
||||
// Occurs when clip changes
|
||||
event Action<SwfClip> OnChangeClipEvent;
|
||||
|
||||
// Occurs when sequence changes
|
||||
event Action<SwfClip> OnChangeSequenceEvent;
|
||||
|
||||
// Occurs when current frame changes
|
||||
event Action<SwfClip> OnChangeCurrentFrameEvent;
|
||||
```
|
||||
|
||||
```csharp
|
||||
// Gets or sets the animation mesh renderer sorting layer
|
||||
// [value] - The sorting layer
|
||||
string sortingLayer { get; set; }
|
||||
|
||||
// Gets or sets the animation mesh renderer sorting order
|
||||
// [value] - The sorting order
|
||||
int sortingOrder { get; set; }
|
||||
|
||||
// Gets or sets the animation tint color
|
||||
// [value] - The tint color
|
||||
Color tint { get; set; }
|
||||
|
||||
// Gets or sets the animation asset (reset sequence and current frame)
|
||||
// [value] - The animation asset
|
||||
SwfClipAsset clip { get; set; }
|
||||
|
||||
// Gets or sets the animation sequence (reset current frame)
|
||||
// [value] - The animation sequence
|
||||
string sequence { get; set; }
|
||||
|
||||
// Gets or sets the animation current frame
|
||||
// [value] - The animation current frame
|
||||
int currentFrame { get; set; }
|
||||
|
||||
// Gets the current animation sequence frame count
|
||||
// [value] - The frame count
|
||||
int frameCount { get; }
|
||||
|
||||
// Gets the animation frame rate
|
||||
// [value] - The frame rate
|
||||
float frameRate { get; }
|
||||
|
||||
// Gets the current frame label count
|
||||
// [value] - The frame label count
|
||||
int currentLabelCount { get; }
|
||||
```
|
||||
|
||||
```csharp
|
||||
// Gets the current frame mesh bounding volume in local space (Since 1.3.8)
|
||||
// [value] - The bounding volume in local space
|
||||
Bounds currentLocalBounds { get; }
|
||||
|
||||
// Gets the current frame mesh bounding volume in world space (Since 1.3.8)
|
||||
// [value] - The bounding volume in world space
|
||||
Bounds currentWorldBounds { get; }
|
||||
```
|
||||
|
||||
```csharp
|
||||
// Rewind current sequence to begin frame
|
||||
void ToBeginFrame();
|
||||
|
||||
// Rewind current sequence to end frame
|
||||
void ToEndFrame();
|
||||
|
||||
// Rewind current sequence to previous frame
|
||||
// [returns] - [true], if animation was rewound, [false] otherwise
|
||||
bool ToPrevFrame();
|
||||
|
||||
// Rewind current sequence to next frame
|
||||
// [returns] - [true], if animation was rewound, [false] otherwise
|
||||
bool ToNextFrame();
|
||||
|
||||
// Gets the current frame label by index
|
||||
// [returns] - The current frame label
|
||||
// [index] - Current frame label index
|
||||
string GetCurrentFrameLabel(int index);
|
||||
```
|
||||
|
||||
## SwfClipController
|
||||
|
||||
```csharp
|
||||
// Occurs when the controller stops played clip
|
||||
event Action<SwfClipController> OnStopPlayingEvent;
|
||||
|
||||
// Occurs when the controller plays stopped clip
|
||||
event Action<SwfClipController> OnPlayStoppedEvent;
|
||||
|
||||
// Occurs when the controller rewinds played clip
|
||||
event Action<SwfClipController> OnRewindPlayingEvent;
|
||||
```
|
||||
|
||||
```csharp
|
||||
// Controller play modes
|
||||
enum PlayModes {
|
||||
// Forward play mode
|
||||
Forward,
|
||||
// Backward play mode
|
||||
Backward
|
||||
}
|
||||
|
||||
// Controller loop modes
|
||||
enum LoopModes {
|
||||
// Once loop mode
|
||||
Once,
|
||||
// Repeat loop mode
|
||||
Loop
|
||||
}
|
||||
|
||||
// Gets or sets a value indicating whether controller play after awake on scene
|
||||
// [value] - [true] if auto play; otherwise, [false]
|
||||
bool autoPlay { get; set; }
|
||||
|
||||
// Gets or sets a value indicating whether controller uses unscaled delta time
|
||||
// [value] - [true] if uses unscaled delta time; otherwise, [false]
|
||||
bool useUnscaledDt { get; set; }
|
||||
|
||||
// Gets or sets the controller rate scale
|
||||
// [value] - The rate scale
|
||||
float rateScale { get; set; }
|
||||
|
||||
// Gets or sets the controller group name
|
||||
// [value] - The group name
|
||||
string groupName { get; set; }
|
||||
|
||||
// Gets or sets the controller play mode
|
||||
// [value] - The play mode
|
||||
PlayModes playMode { get; set; }
|
||||
|
||||
// Gets or sets the controller loop mode
|
||||
// [value] - The loop mode
|
||||
LoopModes loopMode { get; set; }
|
||||
|
||||
// Gets the controller clip
|
||||
// [value] - The clip
|
||||
SwfClip clip { get; }
|
||||
|
||||
// Gets a value indicating whether controller is playing
|
||||
// [value] - [true] if is playing; otherwise, [false]
|
||||
bool isPlaying { get; }
|
||||
|
||||
// Gets a value indicating whether controller is stopped
|
||||
// [value] - [true] if is stopped; otherwise, [false]
|
||||
bool isStopped { get; }
|
||||
```
|
||||
|
||||
```csharp
|
||||
// Changes the animation frame with stops it
|
||||
// [frame] - The new current frame
|
||||
void GotoAndStop(int frame);
|
||||
|
||||
// Changes the animation sequence and frame with stops it
|
||||
// [sequence] - The new sequence
|
||||
// [frame] - The new current frame
|
||||
void GotoAndStop(string sequence, int frame);
|
||||
|
||||
// Changes the animation frame with plays it
|
||||
// [frame] - The new current frame
|
||||
void GotoAndPlay(int frame);
|
||||
|
||||
// Changes the animation sequence and frame with plays it
|
||||
// [sequence] - The new sequence
|
||||
// [frame] - The new current frame
|
||||
void GotoAndPlay(string sequence, int frame);
|
||||
|
||||
// Stop with specified rewind action
|
||||
// [rewind] - If set to [true] rewind animation to begin frame
|
||||
void Stop(bool rewind);
|
||||
|
||||
// Changes the animation sequence and stop controller with rewind
|
||||
// [sequence] - The new sequence
|
||||
void Stop(string sequence);
|
||||
|
||||
// Play with specified rewind action
|
||||
// [rewind] - If set to [true] rewind animation to begin frame
|
||||
void Play(bool rewind);
|
||||
|
||||
// Changes the animation sequence and play controller with rewind
|
||||
// [sequence] - The new sequence
|
||||
void Play(string sequence);
|
||||
|
||||
// Rewind animation to begin frame
|
||||
void Rewind();
|
||||
```
|
||||
|
||||
## SwfManager
|
||||
|
||||
```csharp
|
||||
// Get cached manager instance from scene or create it (if allowed)
|
||||
// [allow_create] - If set to [true] allow create
|
||||
static SwfManager GetInstance(bool allow_create);
|
||||
```
|
||||
|
||||
```csharp
|
||||
// Get animation clip count on scene
|
||||
// [value] - Clip count
|
||||
int clipCount { get; }
|
||||
|
||||
// Get animation clip controller count on scene
|
||||
// [value] - Clip controller count
|
||||
int controllerCount { get; }
|
||||
|
||||
// Get or set a value indicating whether animation updates is paused
|
||||
// [value] - [true] if is paused; otherwise, [false]
|
||||
bool isPaused { get; set; }
|
||||
|
||||
// Get or set a value indicating whether animation updates is playing
|
||||
// [value] - [true] if is playing; otherwise, [false]
|
||||
bool isPlaying { get; set; }
|
||||
|
||||
// Get or set a value indicating whether animation updates uses unscaled delta time
|
||||
// [value] - [true] if uses unscaled delta time; otherwise, [false]
|
||||
bool useUnscaledDt { get; set; }
|
||||
|
||||
// Get or set the global animation rate scale
|
||||
// [value] - Global rate scale
|
||||
float rateScale { get; set; }
|
||||
```
|
||||
|
||||
```csharp
|
||||
// Pause animation updates
|
||||
void Pause();
|
||||
|
||||
// Resume animation updates
|
||||
void Resume();
|
||||
|
||||
// Pause the group of animations by name
|
||||
// [group_name] - Group name
|
||||
void PauseGroup(string group_name);
|
||||
|
||||
// Resume the group of animations by name
|
||||
// [group_name] - Group name
|
||||
void ResumeGroup(string group_name);
|
||||
|
||||
// Determines whether group of animations is paused
|
||||
// [returns] - [true] if group is paused; otherwise, [false]
|
||||
// [group_name] - Group name
|
||||
bool IsGroupPaused(string group_name);
|
||||
|
||||
// Determines whether group of animations is playing
|
||||
// [returns] - [true] if group is playing; otherwise, [false]
|
||||
// [group_name] - Group name
|
||||
bool IsGroupPlaying(string group_name);
|
||||
|
||||
// Set the group of animations use unscaled delta time
|
||||
// [group_name] - Group name
|
||||
// [yesno] - [true] if group will use unscaled delta time; otherwise, [false]
|
||||
void SetGroupUseUnscaledDt(string group_name, bool yesno);
|
||||
|
||||
// Determines whether group of animations uses unscaled delta time
|
||||
// [returns] - [true] if group uses unscaled delta time; otherwise, [false]
|
||||
// [group_name] - Group name
|
||||
bool IsGroupUseUnscaledDt(string group_name);
|
||||
|
||||
// Set the group of animations rate scale
|
||||
// [group_name] - Group name
|
||||
// [rate_scale] - Rate scale
|
||||
void SetGroupRateScale(string group_name, float rate_scale);
|
||||
|
||||
// Get the group of animations rate scale
|
||||
// [returns] - The group rate scale
|
||||
// [group_name] - Group name
|
||||
float GetGroupRateScale(string group_name);
|
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### Version 1.4.0
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
Open your flash animation in Adobe Flash (CS6 or above).
|
||||

|
||||
|
||||
Click the right button on movie clip which you want to export besides main timeline and go to the Properties.
|
||||

|
||||
|
||||
Choose "Export for ActionScript" and set name for clip in "Class" field.
|
||||

|
||||
|
||||
You can add **anchor** frame labels to separate timeline to different named sequences.
|
||||

|
||||
|
||||
Run export script (_FlashTools/FlashExport/FlashExport.jsfl_) for your flash animation. The script optimizes an animation, rasterizes vector graphics and export .swf file which is compatible with the toolset.
|
||||

|
||||

|
||||
|
||||
Move exported .swf file to your unity project (You may find this .swf file at _export folder next to .fla file).
|
||||

|
||||
|
||||
.swf file will be automatically converted to unity asset with proper settings. Open them to change texture packing settings (by default it uses settings from _"FlashTools/Resources/SwfSettings"_).
|
||||

|
||||
|
||||
Now you can select exported clip and add it to scene or create a prefab.
|
||||

|
||||
|
||||
In instance properties you can change any settings like a sorting layer, play mode, current frame and etc.
|
||||

|
||||
|
||||
Enjoy!
|
||||
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Assets/FlashTools/Example/Animations/LICENCE.txt
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|
||||
http://www.glitchthegame.com/public-domain-game-art/
|
||||
|
||||
Licensing Details
|
||||
|
||||
All files are provided by Tiny Speck under the Creative Commons CC0 1.0 Universal License. This is a broadly permissive "No Rights Reserved" license — you may do what you please with what we've provided. Our intention is to dedicate these works to the public domain and make them freely available to all, without restriction. All files are provided AS-IS. Tiny Speck cannot provide any support to help you bring these assets into your own projects.
|
||||
|
||||
Note: the Glitch logo and trademark are not among the things we are making available under this license. Only items in the files explicitly included herein are covered.
|
||||
|
||||
There is no obligation to link or credit the works, but if you do, please link to glitchthegame.com, our permanent "retirement" site for the game and these assets. Of course, links/shoutouts to Tiny Speck (tinyspeck.com) and/or Slack (slack.com) are appreciated.
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42
Assets/FlashTools/Example/Scripts/PurpleFlowerLogic.cs
Normal file
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using UnityEngine;
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using System.Collections;
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using FTRuntime;
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using FTRuntime.Yields;
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do {
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