/** * 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 dispatchAdvance 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; } } }