Sure! You could modify the script of the AnimButton prototype to add another event. The existing script fragment that completes the animation looks something like:
if a~(count s)-1 c.animated:b.locked:0 else ai.text:1+ai.text end
Reformatted to be a bit clearer,
if a~(count s)-1 c.animated:b.locked:0 else ai.text:1+ai.text end
When "c" is set to no longer be "animated", we could inject a new event to the "card" (the outer scripts of the contraption instance):
if a~(count s)-1 c.animated:b.locked:0 card.event["finish"] else ai.text:1+ai.text end
It would also be a good idea to modify Prototype -> Properties... -> Template Script to include a handler for this new event:
on click do end on finish do end