Closed TinyDobbins closed 7 years ago
You ca now check the spineboy example for this: https://github.com/orange-games/phaser-spine/blob/master/example/spineboy.html
@AleBles let me know please how to get the current animation name?
I do it via mySpine.state.tracks[0].animation.name
but may be are there better way to get it?
Not afaik, but I could write a simple getter like:
mySpine.getCurrentAnimationForTrack(0).name
But you'd still have a lot to type then :P
I thought about like that:
mySpine.animations.current.name
:)
track is 0 always, right?
Nah, that's a bad assumption (imho). You can specificly set animations on different track, there's nothing stopping you from using track 1 (or 99) allowing you to play different animations at the same time. The fact that you (and I :P ) don't use it doesn't mean there is a valid use-case.
To quote a guy from spine:
A "track" is a numbered placeholder for a track entry. A track entry stores information about an animation, such as which animation, if it should loop, what track entry to play when it is done, etc. Every frame, the animation for each track is applied one after another, lowest track number to highest. By applying multiple animations each frame, you can eg have a shoot animation that is played on top of idle, walk, run, swim, etc.
So I'd like to keep track support in. (I'd like all spine features to work as much as possible)
@AleBles Thanks for your reply! you are right.
can you please add the example how to detect onComplete, onEnd event of animation?