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📄 oneventcomplete.as

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/** * Copyright (c) 2007 Moses Gunesch *  * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: *  * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. *  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */package org.goasap.utils.customadvance {	import flash.events.Event;	import flash.events.IEventDispatcher;	/**	 * A custom advance type that triggers when any event is dispatched by any IEventDispatcher host. 	 * 	 * <p>If the event requires filtering or custom handling, you can optionally set up a custom handler 	 * that accepts the event object as an input and returns true if all conditions are met for advancing 	 * the sequence.</p>	 * 	 * @author Moses Gunesch	 */	public class OnEventComplete extends SequenceAdvance {		// -== Protected Properties ==-				/**		 * @private		 */		protected var _host : IEventDispatcher;		/**		 * @private		 */		protected var _type : String;		/**		 * @private		 */		protected var _customHandler : Function;		// -== Public Methods ==-				/**		 * @param dispatcher	Any object that dispatches the event.		 * @param type			The event type to listen for		 * @param customHanderThatReturnsBoolean	Optionally you may specify a custom event handler which should		 * 											accept an event input and return true once all conditions are met.		 */		public function OnEventComplete(dispatcher:IEventDispatcher, type:String, customHanderThatReturnsBoolean:Function=null) : void {			super();			_host = dispatcher;			_type = type;			_customHandler = customHanderThatReturnsBoolean;		}				override public function start() : Boolean {			_host.addEventListener(_type, dispatchAdvance);			_state = PLAYING;			return true;		}				override public function stop() : Boolean {			_host.removeEventListener(_type, dispatchAdvance);			_state = STOPPED;			return true;		}				// -== Protected Methods ==-				/**		 * @private		 */		override protected function dispatchAdvance(event:Event=null) : void {			if (_customHandler!=null) {				try {					if (_customHandler(event)===true)						super.dispatchAdvance();				}				catch (e:Error) {					// Could run a trace here instead.					throw e;				}				return;			}			super.dispatchAdvance();		}	}}

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