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Showing results for tags 'flash'.
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hi,In the version 2.01 I can not find any widgetFlash class, flash will no longer support or update?What is plan in GUI?
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We are using Flash for HUDs as it allows an artist with familiar tools to create great looking overlays for the screen. I see from https://developer.unigine.com/en/docs/1.0/scripting/library/gui/class.widgetflash that Flash is no longer under development. Will the current version continue to be supported or is there an alternative (SVG? HTML5 + JS?) in the works?
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Adobe Flash - Support for 'visible' attribute of symbols
angus.wood posted a topic in Feedback for UNIGINE team
It would make creating and controlling Flash content a bit easier if we had the ability to show/hide elements. From my reading of https://developer.unigine.com/en/docs/1.0/code/actionscript the 'visible' attribute is not exposed. What we want is to keep content creation inside well-developed tools rather than coding functionality in C++ or UngineScript. -
Adobe Flash CC .SWFs give error "FlashCharacterSprite::parseTags(): unknown tag: 86 11
angus.wood posted a topic in UI Systems
I am exploring Flash capabilities of Unigine and see this error message. I created a .SWF in "Adobe Flash Professional CC" (version 13.1.0.266). I have tried setting the "publish settings" to both the oldest and newest versions. I am loading the SWF with the code; flash = new WidgetFlash(engine.getGui(),swfpath); engine.gui.addChild(flash,GUI_ALIGN_OVERLAP | GUI_ALIGN_BACKGROUND); flash.setFrame(0); I have attached a .ZIP of the flash file and compiled SWF. There is no actionscript. two.zip -
Calling Action Script 3.0 (the current version) functions from Unigine script does not appear to work. Older versions work. flash = new WidgetFlash(engine.getGui(),swfpath); if (flash == NULL) { log.message("Failed to load [%s]\n",swfpath); return NULL; } log.message("Loaded SWF [%s]\n",swfpath); engine.gui.addChild(flash,GUI_ALIGN_OVERLAP | GUI_ALIGN_BACKGROUND); flash.play(); flash.runFunction("test_function"); log.message("Height = [%d]\n",flash.getFlashHeight()); The issue seems to me to be focussed around the new code layout in Flash CC / AS3.0. The new way is to have a "package {}" wrapper around an AS class, for example the AS code that I'm trying to call is below; package two { import flash.display.MovieClip; public class two extends MovieClip { public function two() { // constructor code trace("constructor"); } public function test_function() { trace("test_function called"); //Engine.logError("Test!"); } } } The error message given is FlashContext::runFunction(): can't find "test_function" function I have also tried calling it as; test_function() two.test_function two.test_function() It is important to get this version of Flash / Actionscript working as Adobe do not sell or support the older versions any more.
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Is it possible to fetch external data using Actionscript in a .SWF and populate text fields using what is returned? I see from http://unigine.com/devlog/2011/02/28/86 that a subset of ActionScript is supported but I can't see how I would be able to get external data (JSON over HTTP). Or is there a better way of using flash as a dynamic template?
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Hi, It's not a problem at the moment, but looks like Adobe does not support AS2 anymore. In fact, Flash Professional CC removes all the AS2 code from .fla files (I experienced by myself with the trial version) Source: link It's AS3 already supported by Unigine? It will? Best regards, Iván.
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Hello. Проблема с наследование от MovieClip во Flash. Пример прилагается: Есть клип (movie) к которому подключен класс (_movie) без наследования, в клипе есть несколько кадров, по которым будем переключаться с помощью функции в классе. Если сейчас откомпилировать данный пример во Flash, то ничего работать не будет, обязательно надо в классе (_movie) сделать наследование от extends MovieClip. А вот в Unigine все как раз наоборот, будет работать. Если наследование сделать, то во Flash работать будет хорошо, а в Unigine будет много ошибок. ===================== translation from google ===================== The problem with inheriting from MovieClip in Flash. Example attached: a clip (movie) is connected to the class (_movie) without inheritance, the clip is a few frames, which will switch from using in the classroom. If you now compile this example in Flash, then it will not work, be sure to be in the class (_movie) to inherit from extends MovieClip. But in Unigine is just the opposite will work. If inheritance is done, the Flash will work well, and in Unigine will be a lot of errors. Thank you. flash_mc.zip
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- Flash
- WidgetFlash
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У нас есть 2 gui. 1 - flash, входной интерфейс, из которого мы загружаем мир. 2 - ui-based интерфейс, который находится в загружаемом мире. При запуске мира отдельно - второй интерфейс работает нормально. При запуске мира из под flash - интерфейса, второе меню не отображается. запускаем при помощи Engine.worldCall("engine.console.run", "world_load mamison_main_v2"). Что мы сделали неправильно? We have 2 gui. 1 - flash, intro- interface from which we load the world. 2 - ui-based interface, which is located in the load world. When we run the world standalone - the second interface is working properly. When we run the world from a flash -interface, the second menu is don't displayed. (run by Engine.worldCall ("engine.console.run", "world_load mamison_main_v2").) What did we wrong? class Window_help { Window_help instance; // current instance UserInterface ui; // user interface WidgetHBox hbox; // window hbox WidgetSprite but_quit; Window_help(string temp_name) { instance = this; ui = engine.gui.addUserInterface(engine.getGui(),"mamison/scripts/gui/window_help.ui"); Gui gui = engine.getGui(); gui.addChild(hbox,GUI_ALIGN_OVERLAP); hbox.setPosition(200,200); } void enter_quit() { but_quit.setTexCoord(vec4(0.0f,0.25f,1.0f,0.5f)); } void clicked_quit() { but_quit.setTexCoord(vec4(0.0f,0.5f,1.0f,0.75f)); log.message("bye-bye\n"); gui_h.removeChild(hbox); } void leave_quit() { but_quit.setTexCoord(vec4(0.0f,0.0f,1.0f,0.25f)); } void callback_redirector(string func,Window_help window) { window.call(func); } };
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[SOLVED] how in Flash by pressing the switch on the actor
Dmitry.Vorobiov posted a topic in UI Systems
Есть меню сделанное на Flash, как сделать по нажатию кнопки смену между камерой Actor и камерой Persecutor ? How to bind Flash buttons to Actor camera and Persecutor camera? -
Здравствуйте. Проблема с наследованием в классах Flash. Простой пример прилагается. Результаты во Flash и Unigine разные. вкратце: Проблема заключается в обращении из frame к функции (в примере Hide() ), которая имеет одинаковое имя во всех трех классах. Мы вызываем Hide() из FIRST, а срабатывает Hide из SECOND. Проблема исчезнет если убрать у классов наследников наследование от родителя "extends _main". Спасибо. ===================== translation from google ===================== Hello The problem with inheritance in classes Flash. A simple example is attached. Results in Flash and Unigine different. briefly: The problem is to use a function of the from frame (in the example Hide() ), which has the same name in all three classes. We call Hide() from FIRST, and works from Hide SECOND. The problem goes away if you remove the classes of heirs to inherit from parent "extends _main". Thank you. flash.rar
- 2 replies
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- flash
- WidgetFlash
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[SOLVED] Add the ability to WidgetFlash (Button.enabled)
vita_de posted a topic in Feedback for UNIGINE team
Hello Perhaps in a future version of the engine Unigine, implement support for a 'WidgetFlash.Button' properties 'enabled'? Thanks in advance. ===================== translation from google ===================== Здравствуйте. Возможно в будущей версии движка Unigine, реализовать поддержку у 'WidgetFlash.Button' свойства 'enabled'? Заранее спасибо. -
Hello In WidgetFlash very common bug. Understand exactly what it is, I do not know, but there are some assumptions. Interface which I did, works fine in Flash-player, but in Unigine appears this bug. Noticed a mistake on this enigmatic appeal to clone MovieClip in function. For example: create a single cell MovieClip for equipment that handles mouse events contains graphics, icon, properties, parameters and effects. Next, from the cell to collect group of cells, such as inventory or bag, then make a copy of the inventory (or group of cells) eg for shop windows, or other equipment for the NPC. And if we now start some action with a cell from the second inventory, all actions will be reflected in the cell of the first inventory. the example below. Thank you. ===================== translation from google ===================== Здравствуйте. В WidgetFlash очень часто встречается глюк. Понять что его вызывает я не могу, но некоторые предположения есть. Интерфейс который я сделал, отлично работает под Flash-player, а вот в Unigine работать мешает этот глюк. Замечал эту загадочную ошибку на обращение к клонированным MovieClip через функцию. Например: создаем одну ячейку MovieClip для инвентаря, которая обрабатывает события мыши, содержит графику, иконку, свойства, параметры и эффекты. Далее из этой ячейки собираем группу ячеек, например инвентарь или сумку, затем сделать копию этого инвентаря к примеру для витрины магазина, или инвентаря для другого NPC. И если сейчас начать какие-нибудь действия с ячейкой из второго инвентаре, то все действия будут отражаться на ячейке из первого инвентаря. Mini example, the technique that I use: / Мини пример, техника которую использовал я: on stage in the first frame: / на сцене в первом кадре: function itemDrag (mc: MovieClip) { mc.alpha = 60; } MovieClip cell: / MovieClip ячейки: cell.onRollDrag = function () { _root.itemDrag (this); } Спасибо.
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- WidgetFlash
- Flash
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[SOLVED] Return this possibility in WidgetFlash.
vita_de posted a topic in Feedback for UNIGINE team
Здравствуйте! После обновления Unigine, в WidgetFlash появилась проблемы, в предыдущих версиях это возможность была плюсом. Верните её обратно, пожалуйста. Причина в деталях: Если сделать UI во Flash, а при использовании его в движке Unigine, размер делаем фиксированым: flash.setWidth(1024); flash.setHeight(768); То теперь UI не растягивается с искажением, и работает как надо, в игре можно ставить любое расширение, а интерфейс выглядит отлично, Flash-ролик получает все события мышки. После обновления появилось ограничение :( Мышь со своими событиями действует только в пределах размера Flash-ролика, то есть от 0х0 до 1024х768. Если теперь переместим любой элемент за пределы этого размера, то тогда он будет пропускать события. В предыдущей версии было все шикарно, а сейчас нет. Верните эту возможность, пожалуйста. P.S.: У Buttom события работают нормально. Спасибо! ===================== translation from google ===================== Hello! After the upgrade, Unigine, in WidgetFlash a problem, in previous versions, this feature was a plus. Return it back, please. The reason in detail: If we make the UI in Flash, but when it is used in the engine Unigine, size do fixity: flash.setWidth (1024); flash.setHeight (768), now the UI does not stretch, and works as expected, the game can install any extension and the interface will look great, Flash-movie gets all mouse events. After the upgrade, there was limitation: (Mouse with their events is only valid within the size of Flash-movie, that is from 0x0 to 1024x768. If we move any element beyond this size, then it will skip the event. Previous versions were all gorgeous, but right now I do not. Return this opportunity, please. PS: Button events are working properly. Thank you! -
Здравствуйте! Реализуйте пожалуйста в следующей версии Unigine, функцию swapDepths в WidgetFlash. Спасибо. ===================== translation from google ===================== Hello! Implement please in the next version of Unigine, function in swapDepths WidgetFlash. Thanks.
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Здравствуйте! Если ли возможность работы с HTML тегами или может быть планируется этот функционал в будущем, для форматирования стиля текста и картинок в UI. Спасибо ===================== translation from google ===================== Hello! If you can work with HTML tags or can be scheduled in the future, this functional style to format the text and images in the UI. Thanks.
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Hello Unigine-Team, I tried arround a little bit with Flash Widgets and got a "simple" problem, i don't know how to solve but i think its an easy thing for you :). In attachment you find the "flashTest.zip" file. Here's my problem: I'm trying to call a function out of a class object with flash but it's not working at all. I also tried to add the Flash Widget in the class and call the function there, but that don't work also. I just get the "exception" 20:18:04 Interpreter::getFunction(): can't find "testCall" function PS: If the testCall function is placed in the cpp it works. Hope you can help me. Best regards Graphefruit flashTest.zip
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Hello! I can not understand how the HitTest in WidgetFlash. In one example, everything works fine with another problem in Unigine. I want to implement Drag & Drop onMouseUp = function() { for (var i = 0; i < 20; i++ ){ var mc:MovieClip = _root.group['cell'+i]; if ( mc.hitTest( mouse ) ) { trace(mc._name); return; } } }
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- Flash
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Hello! Simply as an example: ///////// Example 1 /////////// var arr:Array = new Array(); trace('Len: ' + arr.length); // Print: Len: 0 // Right! ///////// Example 2 /////////// var arr:Array = new Array("one"); trace('Len: ' + arr.length); // Print: Len: 0 // Error! ///////// Example 3 /////////// var arr:Array = new Array("one", "two"); trace('Len: ' + arr.length); // Print: Len: 2 // Right! Thank you.
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Given that UDK/UE3, Unity have the ability to deploy games into Flash platform (and Crytek announced that for CryEngine 3 too), we shall see AAA games playing in the browsers soon. Are there any plans on adding such feature into Unigine?