------ Get Behaviour Description List ------
on getBehaviorDescription me
return
"This Behavior will hold on the frame till the specified Flash Sprite Finishes Playing." & RETURN & RETURN &
"Parameters." & RETURN &
"* Flash Sprite" & RETURN &
"* Action(What Next after Flash sprite finishes playing)"
end getBehaviorDescription
------ Get Behaviour Description List ------
------ Get Behavior Description List ------
on getPropertyDescriptionList me
if the currentspritenum <> 0 then exit
flashmememberlist = searchflashsprite(me)
propslist=[:]
if flashmememberlist.count() > 0 then
SetaProp propslist, #FlashSprite, [#comment:"Flash Sprite :",#format:#integer,
#range: flashmememberlist,#default: flashmememberlist[1]]
else
SetaProp propslist, #FlashSprite, [#comment:"Flash Sprite :",#format:#integer,#default: 1]
end if
SetaProp propslist, #MyAction, [#comment: "What Next ?" ,#format:#String,
#range:["Go to NextFrame","Go to Next Marker","Go to Previous marker","Go Loop","Quit" ],#default:"Go to NextFrame"]
return propslist
end getPropertyDescriptionList
------ Get Behavior Description List ------
----Available for only Frame Script----
on isOKToAttach (me, aSpriteType, aSpriteNum)
case aSpriteType of
#script:
return true
end case
end isOKToAttach
----Available for only Frame Script----
----Search for Flash Member on the Stage----
on searchflashsprite me
set theflashmemlist = []
repeat with i=1 to the lastchannel
if sprite(i).member.type = #flash then
theflashmemlist.append(i)
end if
end repeat
return theflashmemlist
end
----Search for Flash Member on the Stage----
----Events----
on ExitFrame me
if member(sprite(FlashSprite).member).type = #flash then
if the frame of sprite(FlashSprite) < the framecount of member sprite(FlashSprite).member then
go the frame
else
case(MyAction) of
"Go to NextFrame": Go the Frame+1
"Go to Next Marker": Go Next
"Go to Previous marker": Go Previous
"Go Loop": go loop
"Quit": quit
end case
end if
end if
end ExitFrame
------ Events ------
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