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Working with Resources
canab edited this page Sep 30, 2014
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For the further steps you need to compile FlashExporter tool:
FlashExporter should be running when graphics is being edited in Adobe Flash. Once flash file is published to .swf, exporting tool generates all resources from the changed .swf file.
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1
: Path to the Unity project -
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: List of .swf files in a Flash directory -
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: List of exported symbols in the selected file -
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: Log messages
All resources from one .fla file are exported as one resource bundle. Resource bundle is a chunk of resources that can be loaded or unloaded separately from other bundles. Bundles are exported into ProjectRoot/Assets/Resources/FlashBundles/<BundleName>/
directory .
Bundle content:
SampleProject
|- Assets
|- Resources
|- FlashBundles
|- <BundleName>
| |- texture.png.bytes : texture atlas
| |- texture.xml : texture data
| |- timeline.xml : timeline data
|- <BundleName>.cs : generated code for bundle
- Flash files (.fla, .swf) should be in a "Flash" folder in the root of the unity project directory.
- All exported symbols should have ActionScript linkage (Symbol Menu -> Properties)
balloon_sprite is a linkage identifier and will be used as identifier for this resource.
- Naming convention for resource identifier is used to determine how symbol will be exported:
- Use lowercase first letter to export symbol as bitmap FlashSprite. Graphics from each frame will be converted to bitmap.
- Use uppercase letter to export symbol as MovieClip. MovieClips should only contain other exported symbols (FlashSprites or other MovieClips).