Packageorg.goasap.utils
Classpublic class SequenceStepCA
InheritanceSequenceStepCA Inheritance SequenceStep Inheritance PlayableGroup Inheritance PlayableBase Inheritance flash.events.EventDispatcher

Step class used with SequenceCA that adds custom sequence-advance options so steps can determine when they advance, such as after a duration or after one item in the step completes.

The property advance can be set to an instance of any subclass of SequenceEvent, so that the ADVANCE event is sent when something specific occurs other than group completion. (This feature adds a great deal of flexibility to sequences by enabling them to overlap their actions, instead of being forced to wait for all child activity in an action to finish before proceeding.)

Various advance types can be found in the util.customadvance package, and you are welcome to add your own by extending the base class SequenceAdvance.

Note that if no custom advance type is set, the ADVANCE event is dispatched just before the group's regular COMPLETE event. If a custom advance type is set, the group will maintain the state PLAYING until it completes, regardless of whether ADVANCE is dispatched during play. It will also maintain that state after it completes until ADVANCE is dispatched, if that occurs after all children are done playing. (Be careful, custom advance types continue running indefinitely if their conditions are never met, so track them closely.)

See also

SequenceCA
OnConditionTrue
OnDurationComplete
OnEventComplete
OnPlayableComplete
SequenceAdvance


Public Properties
 PropertyDefined by
  advance : SequenceAdvance
The advance property determines a custom advance behavior for the step and must be set prior to start.
SequenceStepCA
 Inheritedchildren : Array
Get or set the children array.
PlayableGroup
 InheritedlistenerCount : uint
Determines the number of children currently being monitored for completion by the group.
PlayableGroup
 InheritedplayableID : *
An arbitrary id value for the convenient identification of any instance, automatically set to an instance count by this class.
PlayableBase
 Inheritedrepeater : Repeater
The groups's Repeater instance, which may be used to make it loop and play more than one time.
PlayableGroup
 Inheritedstate : String
Returns a PlayStates constant.
PlayableBase
  willAdvance : Boolean
[read-only] Verifies that this SequenceStep has not advanced yet.
SequenceStepCA
Protected Properties
 PropertyDefined by
 Inherited_playRetainer : Dictionary
[static] Memory-management: playable items that do not add themselves to GoEngine should use this property to store references to themselves during play.
PlayableBase
Public Methods
 MethodDefined by
  
SequenceStepCA(... items)
Constructor.
SequenceStepCA
  
addChild(item:IPlayable, adoptChildState:Boolean = false):Boolean
SequenceStepCA
 Inherited
anyChildHasState(state:String):Boolean
Test whether any child has a particular PlayState.
PlayableGroup
 Inherited
getChildByID(playableID:*, deepSearch:Boolean = true):IPlayable
Searches for a child with the specified playableID.
PlayableGroup
  
pause():Boolean
See PlayableGroup
SequenceStepCA
 Inherited
removeChild(item:IPlayable):Boolean
Removes a single IPlayable from the children array.
PlayableGroup
  
resume():Boolean
See PlayableGroup
SequenceStepCA
  
skipTo(position:Number):Boolean
See PlayableGroup
SequenceStepCA
  
start():Boolean
See PlayableGroup
SequenceStepCA
  
stop():Boolean
See PlayableGroup
SequenceStepCA
 Inherited
toString():String
Appends the regular toString value with the instance's playableID.
PlayableBase
Events
 EventSummaryDefined by
 Inherited Dispatched after all children have dispatched a STOP or COMPLETE event.PlayableGroup
 Inherited Dispatched at the end the group if repeater.cycles is set to a value other than one, just before the group starts its next play cycle.PlayableGroup
 Inherited Dispatched when the group is paused successfully.PlayableGroup
 Inherited Dispatched when the group is resumed successfully.PlayableGroup
 Inherited Dispatched when the group starts.PlayableGroup
 Inherited Dispatched if the group is manually stopped.PlayableGroup
Property detail
advanceproperty
advance:SequenceAdvance  [read-write]

The advance property determines a custom advance behavior for the step and must be set prior to start.

The advance should be an instance of any subclass of the base class SequenceAdvance (SequenceAdvance cannot be used directly) and must dispatch SequenceEvent.ADVANCE.

Implementation
    public function get advance():SequenceAdvance
    public function set advance(value:SequenceAdvance):void

See also

willAdvanceproperty 
willAdvance:Boolean  [read-only]

Verifies that this SequenceStep has not advanced yet.

Implementation
    public function get willAdvance():Boolean
Constructor detail
SequenceStepCA()constructor
public function SequenceStepCA(... items)

Constructor. See PlayableGroup

Parameters
... items

See also

Method detail
addChild()method
public override function addChild(item:IPlayable, adoptChildState:Boolean = false):BooleanParameters
item:IPlayable
 
adoptChildState:Boolean (default = false)

Returns
Boolean
pause()method 
public override function pause():Boolean

See PlayableGroup

Returns
Boolean

See also

resume()method 
public override function resume():Boolean

See PlayableGroup

Returns
Boolean

See also

skipTo()method 
public override function skipTo(position:Number):Boolean

See PlayableGroup

Parameters
position:Number

Returns
Boolean

See also

start()method 
public override function start():Boolean

See PlayableGroup

Returns
Boolean

See also

stop()method 
public override function stop():Boolean

See PlayableGroup

Returns
Boolean

See also