关于unity3d播放flash动画,使用插件uniswf

主要就是代码了。

1.using UnityEngine;
using System.Collections;
using pumpkin.swf;
using System.Collections.Generic;
using pumpkin.events;
using pumpkin.display;

public class MovieClipX : MovieClip
{


    public delegate void FrameCallback();
    public Dictionary<int, FrameCallback> FrameEvents = null;

        public MovieClipX(SwfURI uri) : base(uri)
        {
            
        }

        public MovieClipX(string linkage)
            : base(linkage)
        {
            
        }
   
    public bool  addFrameScript(string label, FrameCallback onFrameCallback)
    {
        if (string.IsNullOrEmpty(label))
            return false;


        
         int index = this.getFrameLabel(label);
       //  Debug.Log("index " + getCurrentFrame());
         if (index <= 0)
             return false;


         if (FrameEvents == null)
         {
             FrameEvents = new Dictionary<int, FrameCallback>();
         }


         if (!FrameEvents.ContainsKey(index))
         {
             FrameEvents.Add(index, onFrameCallback);
         }
         else
         {
             FrameEvents.Remove(index);
             if (onFrameCallback != null)
             {
                 FrameEvents.Add(index, onFrameCallback);
             }  
         }

         return true;
       
    }

    public bool addFrameScript(int frame, FrameCallback onFrameCallback)
    {
       
       
       
        if (FrameEvents == null)
        {
            FrameEvents = new Dictionary<int, FrameCallback>();
        }

        if (!FrameEvents.ContainsKey(frame))
        {
            FrameEvents.Add(frame, onFrameCallback);
        }
        else
        {
            FrameEvents.Remove(frame);
            if (onFrameCallback != null)
            {
                FrameEvents.Add(frame, onFrameCallback);
            }
        }


        return true;


    }


    public bool  setEndScript(FrameCallback onFrameCallback)
    {
        int index = this.getTotalFrames();
        if (index <= 0)
         return false;
        
        return addFrameScript(index,   onFrameCallback);


    }

    public override void updateFrame(CEvent e)
    {
       
        if (FrameEvents != null)
        {
            int index = this.getCurrentFrame();
            if (FrameEvents.ContainsKey(index))
            {
                FrameCallback b = FrameEvents[index];
                if (b != null)
                {
                    b();
                }
            }
        }
      
        base.updateFrame(e);
    }
}

2.using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using pumpkin.display;
using pumpkin.text;
using pumpkin.events;
using pumpkin.logging;
using pumpkin.tweener;


public class FlashUI : MovieClipOverlayCameraBehaviour {
public GameObject back;
protected MovieClipX movie = null;
public delegate void  OnStop();
void Start () {
stage.stageWidth = (float)Screen.width/1136f;
stage.stageHeight = (float)Screen.height/640f;
}
public void OnPlayToEnd(string path,Vector2 pos,OnStop stop = null)
{
MovieClipX overlay = new MovieClipX(path);
stage.addChild(overlay);
//位置
overlay.x = pos.x*stage.stageWidth;
overlay.y = pos.y*stage.stageHeight;
overlay.scaleX = stage.stageWidth;
overlay.scaleY = stage.stageHeight;
overlay.addFrameScript("end",delegate(){
stage.removeChild(overlay);
if(stop != null)stop();
});
overlay.gotoAndPlay(0);
}
public void OnPlayToFrame(string path,Vector2 pos,int endFrame,OnStop stop = null)
{
MovieClipX overlay = new MovieClipX(path);
stage.addChild(overlay);
//位置
overlay.x = pos.x*stage.stageWidth;
overlay.y = pos.y*stage.stageHeight;
overlay.scaleX = stage.stageWidth;
overlay.scaleY = stage.stageHeight;
overlay.addFrameScript(endFrame,delegate(){
stage.removeChild(overlay);
if(stop != null)stop();
});
overlay.gotoAndPlay(0);
}
public MovieClipX OnPlayNoEnd(string path,Vector2 pos)
{
MovieClipX overlay = new MovieClipX(path);
stage.addChild(overlay);
//位置
overlay.x = pos.x*stage.stageWidth;
overlay.y = pos.y*stage.stageHeight;
overlay.scaleX = stage.stageWidth;
overlay.scaleY = stage.stageHeight;
overlay.gotoAndPlay(0);
return overlay;
}
public void ClearFlash()
{
stage.clearChild();
}


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