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📄 sequenceadvance.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 org.goasap.PlayableBase;	import org.goasap.events.SequenceEvent;	import org.goasap.interfaces.IPlayable;			/**	 * Subclasses should call the <code>dispatchAdvance</code> method when 	 * the sequence should advance to its next step. It is mandatory that	 * custom advance types dispatch this event one time, although each class	 * may define its own conditions for when this event occurs.	 * 	 * @eventType org.goasap.events.SequenceEvent.ADVANCE	 */	[Event(name="ADVANCE", type="org.goasap.events.SequenceEvent")]	/**	 * Base class for other custom advance types, does nothing on its own.	 * 	 * @see OnConditionTrue	 * @see OnDurationComplete	 * @see OnEventComplete	 * @see OnPlayableComplete	 * 	 * @author Moses Gunesch	 */	public class SequenceAdvance extends PlayableBase implements IPlayable {				public function SequenceAdvance():void {			super();		}				// -== Protected Methods ==-				/**		 * @private		 * Call this method from subclasses to trigger advance, only once per play cycle.		 * @param event		Allows method to be used as an event handler.		 */		protected function dispatchAdvance(event:Event=null) : void {			stop();			dispatchEvent(new SequenceEvent(SequenceEvent.ADVANCE));		}				public function start() : Boolean {			return false;		}				public function stop() : Boolean {			return false;		}				public function pause() : Boolean {			return false;		}				public function resume() : Boolean {			return false;		}				public function skipTo(position : Number) : Boolean {			return false;		}	}}

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