1)当您处于一个符号的编辑模式时,进入库中下一个符号的编辑
2) 自动将光标放在所选movieClip的实例名称框中
据我所知,没有办法设置“在库面板内部”移动的快捷方式
不过,复制和编辑快捷方式肯定会很好。我什至找不到您会在自定义快捷方式中执行此操作的位置。
您列出的示例没有快捷键,因为它们不是 IDE 内的默认任务。话虽如此,您可以使用 JSFL 创建方法来执行这些示例,首先创建一个命令,然后为该命令分配一个键盘快捷键。作为示例,我将在您的列表中包含第二项的脚本。
2) 自动将光标放在所选movieClip的实例名称框中
目前没有办法告诉 IDE 将光标发送到属性面板中的实例名称框,但您可以使用 JSFL 解决这个问题。让我们弹出我们自己的实例名称框。
这是执行此操作所需的代码:
// Assign Instance Name - Andrew Doll
/* This code will provide a prompt for the user to assign an instance name to a selected symbol on the stage. The great thing about using a
// prompt is that the focus is already in the input field of the prompt. To speed up your workflow I recommend assigning a keyboard
// shortcut to this command.
*/
// Check to see if there is a file open first.
var dom = fl.getDocumentDOM();
if (dom == null)
{
alert("Please open a file.");
}
else
{
// Make sure to only select one symbol on the stage at a time.
if (dom.selection.length > 1)
{
alert("You can only select one symbol to assign an instance name to. Please make only a single selection on the stage.");
}
// Make sure that you have at least one symbol selected.
else if (dom.selection.length == 0)
{
alert("You need to select a symbol on the stage to assign an instance name.");
}
// Make sure that the symbol you have selected is a movie clip or a button.
else if (dom.selection[0].symbolType == "graphic" || dom.selection[0].elementType != "instance")
{
alert("Your selection needs to be a button or a movie clip symbol.");
}
else
{
// Pop up a prompt for the user to assign an instance name with.
var iName = prompt("Assign an instance name to the selected symbol.");
// If the user cancels then do nothing.
if (iName == null)
{
// Do Nothing.
}
else
{
// Assign the instance name to the selected symbol.
dom.selection[0].name = iName;
}
}
}
将此命令作为 JSFL 脚本保存在 Flash 配置目录的 commands 文件夹中,然后为其分配键盘快捷键。