ActionScript 3.0 :: Creating Reusable Class - Package Structure?
Nov 19, 2009
I have been working on creating a package of reusable code for myself. I frequently create projects that have a set of panels, which I re-skin for each particular project, and each panel has its own body of functionality.There are about 10 different panels that could be used in a given project, but not each panel is used in every project. Some projects use 5, some use 8, some 10 etc. My problem is that when migrating the panels to a new project, I don't nessicarily want to have every single panel in the library with appropriate exports etc. if it's not going to be used in the project.
For example
PHP Code:
package panelPack {public class Main extends MovieClip{public function Main(){}public function activatePanel1():void{var panel1:Panel1 = new Panel1();}public function activatePanel2():void{var panel1:Panel1 = new Panel2();}public function acti
[code]...
Then I have something like a config class that would have code like this:
PHP Code:
activatePanel1();activatePanel3();activatePanel5();
Then each class is something like this, referencing a library item that is exported:
PHP Code:
package panelPack {public class Panel1 extends Panel{public function Panel1(){var closeButton:SimpleButton = this.closeB;var submitButton:SiimpleButton = this.submitB;..........}}}
I don't have to have panel1, panel2.....panel10 in the library if i'm only activating 1, 3, and 5!If i don't have those items in the library i get all kinds of undefined properties buttons etc. Everything that in the MC that gets exported.
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