At the moment I'm working my way through events. Part of it to get tp know all the deep details about them and mixing, part of it to debug another project and find the right way to do things with Spine runtime as I'm having issues on that other project I need to solve.
Now I am bumping on some issues in the pixi-spine runtime. One of them being:
When one of the animations is finished I'd like to start another animation on the fly. I don't want and can't use the queue for that, so I use
completehandler of the Animation State object to start the next animation.
Now the following situation occurs, which I think is wrong, but I'm not sure if this is also an issue in the 'official' Spine runtime, or only happens in the pixi-spine one:
When animation A finishes and triggers the complete handlers, from within that handler function animation B is started with
setAnimation(). But for some strange reason this triggers the
interruptevent, while the animation was never interrupted, but finished. Otherwise the
completeevent should never be fired.
interruptevent even gets triggered when instead of
addAnimation()from within the complete event handler.
Anybody knows if this an issue in the official runtime of Spine as well, or perhaps even inteded behaviour I don't get? Or is this a pixi-spine only issue?
BTW It looks like there's something changed on this forum looking at the max amount of chars in the title of threads. This now is way too short. Even with this title it was a hastle just to fit in the words... could this be change to allow a little longer subjects? Thanks in advance!