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📄 sequenceca.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 {	import flash.events.Event;		import org.goasap.events.GoEvent;	import org.goasap.events.SequenceEvent;	import org.goasap.interfaces.IPlayable;			/**	 * Sequence with "Custom Advance" options, in which steps can specify when they should advance.	 * 	 * <p>This class works like Sequence but uses the special class SequenceStepCA for its steps.	 * SequenceStepCA has a property called <code>advance</code>. When steps advance before animation 	 * finishes, the trailing steps are tracked so that the SequenceCA doesn't dispatch its COMPLETE	 * event until all activity has completed.</p>	 * 	 * <p>Any step's advance property can be set to an instance of OnDurationComplete, OnPlayableComplete,	 * OnEventComplete or OnConditionTrue. Each of those classes defines its own parameters and rules for	 * when the advance occurs. For example, using OnPlayableComplete a sequence can advance after one 	 * particular item in the step finishes, without needing to wait for all the other ones in that group	 * to complete.</p>	 * 	 * <p>Additionally, you can create your own custom advance types by subclassing the SequenceAdvance 	 * base class.</p>	 * 	 * @see SequenceStepCA	 * @see org.goasap.utils.customadvance.OnConditionTrue OnConditionTrue	 * @see org.goasap.utils.customadvance.OnDurationComplete OnDurationComplete	 * @see org.goasap.utils.customadvance.OnEventComplete OnEventComplete	 * @see org.goasap.utils.customadvance.OnPlayableComplete OnPlayableComplete	 * @see org.goasap.utils.customadvance.SequenceAdvance SequenceAdvance	 * @see Sequence	 * @see SequenceBase	 * 	 * @author Moses Gunesch	 */	public class SequenceCA extends SequenceBase {				// -== Public Properties ==-				// Also in super:		// length : uint   [Read-only.]		// playIndex : int [Read-only.]		// steps : Array		// start() : Boolean		// stop() : Boolean		// pause() : Boolean		// resume() : Boolean		// skipTo(index:Number) : Boolean				/**		 * Returns the currently-playing SequenceStepCA.		 * @return The currently-playing SequenceStepCA.		 * @see #getStepAt()		 * @see #getStepByID()		 * @see #steps		 * @see #lastStep		 */		public function get currentStep() : SequenceStepCA {			return (super._getCurrentStep());		}				/**		 * Returns the final SequenceStepCA in the current sequence.		 * @return The final SequenceStepCA in the current sequence.		 * @see #getStepAt()		 * @see #getStepByID()		 * @see #steps		 * @see #currentStep		 */		public function get lastStep() : SequenceStepCA {			return (super._getLastStep());		}				// -== Protected Properties ==-				/**		 * @private		 */		protected var _trailingSteps : SequenceStep;				// -== Public Methods ==-				/**		 * Constructor.		 * 		 * @param items		Any number of IPlayable instances (e.g. LinearGo, PlayableGroup,		 * 					SequenceStepCA) as separate arguments, or a single array of them.		 */		public function SequenceCA(...items) {			super((items[ 0 ] is Array) ? items[ 0 ] : items);		}				/**		 * Retrieves any SequenceStepCA from the steps array.		 * @param index		An array index starting at 0.		 * @return			The SequenceStepCA instance at this index.		 * @see #getStepByID()		 */		public function getStepAt(index:int) : SequenceStepCA {			return (super._getStepAt(index) as SequenceStepCA);		}				/**		 * Locates a step with the specified playableID. To search within a step for a		 * child by playableID, use the step instance's <code>getChildByID</code> method.		 *  		 * @param playableID	The step instance's playableID to search for.		 * @return				The SequenceStepCA with the matching playableID.		 */		public function getStepByID(playableID:*) : SequenceStepCA {			return (super._getStepByID(playableID) as SequenceStepCA);		}				/**		 * Adds a single IPlayable instance (e.g. LinearGo, PlayableGroup, SequenceStepCA) 		 * to the end of the steps array, or optionally adds the instance into the last 		 * SequenceStepCA instead of adding it as a new step.		 * 		 * <p>To remove a step use the <code>removeStepAt</code> method.</p>		 * 		 * @param item			The playable item to add to the sequence. Note		 * 						that when new steps are added, any IPlayable		 * 						instance of a type other than SequenceStepCA is 		 * 						automatically wrapped in a new SequenceStepCA.		 * 								 * @param addToLastStep	If true is passed the item is added to the last		 * 						existing SequenceStepCA in the steps array. This		 * 						option should be used with individual items that		 * 						you want added as children to the SequenceStepCA.		 * 						If there are no steps yet this option ignored and		 * 						a new step is created.		 * 								 * @return New length of the steps array.		 */		public function addStep(item:IPlayable, addToLastStep:Boolean=false): int {			return (super._addStep(item, addToLastStep, SequenceStepCA));		}				/**		 * Adds a single IPlayable instance (e.g. LinearGo, PlayableGroup, SequenceStepCA) 		 * at a specific index in the steps array. Calling this method stops any sequence 		 * play currently in progress.		 * 		 * @param item		The playable item to splice into the sequence.		 * 		 * @param index		Position in the array starting at 0, or a negative 		 * 					index like Array.splice.		 * 							 * @return 			New length of the steps array.		 */		public function addStepAt(item:IPlayable, index:int): int {			return (super._addStepAt(index, item, SequenceStepCA));		}		/**		 * Removes and returns the SequenceStepCA at a specific index from the steps 		 * array. Calling this method stops any sequence play currently in progress.		 * 		 * @param index		Position in the array starting at 0, or a negative 		 * 					index like Array.splice.		 * 							 * @return 			The SequenceStepCA instance removed from the steps array.		 */		public function removeStepAt(index:int): SequenceStepCA {			return (super._removeStepAt(index) as SequenceStepCA);		}						// -== IPlayable implementation ==-		/**		 * Begins a sequence.		 * 		 * <p>If the group is active when this method is called, a <code>stop</code> call 		 * is automated which will result in a GoEvent.STOP event being dispatched.</p>		 * 		 * @return Returns true unless there are no steps in the sequence.		 */		override public function start() : Boolean {			return super.start();		}				/**		 * Stops all activity and dispatches a GoEvent.STOP event.		 * 		 * @return Returns true unless sequence was already stopped.		 */		override public function stop() : Boolean {			if (super.stop()==false)				return false;			initTrailingSteps(false);			return true;		}				/**		 * Pauses sequence play.		 * 		 * @return  Returns true unless sequence was unable to pause any children.		 */		override public function pause() : Boolean {			var success:Boolean = super.pause();			if (_trailingSteps!=null) {				_trailingSteps.pause();				if (_trailingSteps.state==PAUSED) {					_state = PAUSED;					success = true;				}			}			return success;		}				/**		 * Resumes previously-paused sequence play.		 * 		 * @return  Returns true unless sequence was unable to resume any children.		 */		override public function resume() : Boolean {			var success:Boolean = super.resume();			if (_trailingSteps!=null) {				_trailingSteps.resume();				if (_trailingSteps.state==PLAYING) {					_state = PLAYING;					success = true;				}			}			return success;		}				/**		 * Stops current activity and skips to another step by sequence index.		 * 		 * @return Always returns true since the index is normalized to the sequence.		 */		override public function skipTo(index : Number) : Boolean {			initTrailingSteps(false);			return super.skipTo(index);		}				// -== Protected Methods ==-				/**		 * @private		 * Internal handler for item completion.		 * @param event		SequenceEvent dispatched by child item. 		 */		override protected function onStepEvent(event : Event) : void {			// A stop() call to the sequence results in step dispatching STOP, which would recurse here.			if (_state==STOPPED)				return;			// trailing item			if (_trailingSteps!=null && event.target==_trailingSteps && event.type==SequenceEvent.ADVANCE) {				initTrailingSteps(false);				if (_steps.length-_index==1) {					if (lastStep.state==STOPPED) {						// A completed sequence was waiting for trailing steps to finish.						// Otherwise, trailing items have finished before sequence ended so no action should be taken.						complete();					}					else {						// Special case where advance already fired but trailing steps have all completed: use COMPLETE						lastStep.addEventListener(GoEvent.COMPLETE, onStepEvent);					}				}				return;			}						// Finishes special case in trailing item block. Also, returns out if we're waiting 			if (lastStep.hasEventListener(GoEvent.COMPLETE)) {				if (event.type==GoEvent.COMPLETE) {					initTrailingSteps(false); // _trailingSteps is null, this is to remove the COMPLETE listener.					complete();				}				return;			}						super.onStepEvent(event);		}								/**		 * @private		 * Internal handler for step advance.		 */		override protected function advance() : void {			if (currentStep.listenerCount > 0) {				initTrailingSteps(true);				var isFirstItem:Boolean = (_trailingSteps.children.length==0);				_trailingSteps.addChild(currentStep, isFirstItem); // 2nd param is adoptChildState flag: avoids a start call on the group.			}			super.advance();		}				/**		 * @private		 * Internal handler for group completion.		 */		override protected function complete() : void {			if (_trailingSteps==null) {				super.complete();			}		}				/**		 * @private		 * Internal setup for tracking items that are continuing to run after a custom advance.		 * @param active	Whether to create or destroy the trailing-steps group.		 */		protected function initTrailingSteps(active:Boolean):void {			if (_trailingSteps==null && active) {				_trailingSteps = new SequenceStep();				_trailingSteps.playableID += "(_trailingSteps for sequence:"+playableID+")";				_trailingSteps.addEventListener(SequenceEvent.ADVANCE, onStepEvent);			}			else if (!active) {				lastStep.removeEventListener(GoEvent.COMPLETE, onStepEvent); // Remove special case set in onStepEvent.				if (_trailingSteps!=null) {					_trailingSteps.removeEventListener(SequenceEvent.ADVANCE, onStepEvent);					_trailingSteps.stop();					_trailingSteps = null;				}			}		}	}}

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