📄 sequencestep.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 org.goasap.events.SequenceEvent;
/**
* A PlayableGroup wrapper for playable items in a sequence step. Dispatches
* SequenceEvent.ADVANCE when all items have dispatched either STOP or COMPLETE.
*
* @see Sequence
* @see SequenceCA
* @see SequenceStepCA
*
* @author Moses Gunesch
*/
public class SequenceStep extends PlayableGroup {
/**
* Constructor. See PlayableGroup
* @see PlayableGroup
*/
public function SequenceStep(...items) : void {
super((items[ 0 ] is Array) ? items[ 0 ] : items);
}
/**
* @private
* Internal handler for group completion, overridden to dispatch ADVANCE
*/
override protected function complete() : void {
super.complete();
if (super._listeners==0) {
dispatchEvent(new SequenceEvent(SequenceEvent.ADVANCE));
}
}
}
}
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