I have the following idea for improvement: Call LoopCompleteHandler when the "Ping" phase of the PingPong loop is complete. (I hacked this in to trigger a "pick up" at the midpoint of the animation for a robot that moves along a spline with SplineTween.)
Especially seeing as the LoopCompleteHandler seems to be defunct (as per b1b200c) when using PingPong loops; I would have expected it to do something.
Oh, never mind, I misread that; The handler does fire after the "Pong". (Possibly along with the Completed Handler, when looping only once?). Still, an event after the "Ping" would be nice.
I have the following idea for improvement: Call LoopCompleteHandler when the "Ping" phase of the PingPong loop is complete. (I hacked this in to trigger a "pick up" at the midpoint of the animation for a robot that moves along a spline with SplineTween.) Especially seeing as the LoopCompleteHandler seems to be defunct (as per b1b200c) when using PingPong loops; I would have expected it to do something.