To address the delay issue with the AnimationState.Complete
event due to the default mixing duration, you can use a combination of AnimationState.Update
and custom event handling to achieve the desired behavior. Here’s a solution that allows you to maintain smooth transitions while ensuring your callback fires at the correct time:
Set Up a Custom Event Listener: Create a custom event listener that checks if the animation is complete, considering the mix duration.
Update Animation State: Ensure the animation state is updated correctly within your game loop to handle the timing accurately.
Here’s an example of how you can implement this in your code:
void Start() {
skeletonAnimation.AnimationState.Complete += OnComplete;
skeletonAnimation.AnimationState.Event += OnEvent;
}
void OnComplete(TrackEntry trackEntry) {
if (!trackEntry.Loop && trackEntry.Next == null) {
// Your logic for when the animation completes
HideSprites();
}
}
void OnEvent(TrackEntry trackEntry, Event e) {
if (e.Data.Name == "end") {
// Your logic for when the animation ends
HideSprites();
}
}
void Update() {
skeletonAnimation.AnimationState.Update(Time.deltaTime);
}
void HideSprites() {
// Logic to hide sprites
}
In this example:
OnComplete
handles the completion of the animation.
OnEvent
can be used to handle custom events, such as an "end" event you might define in your animation.
Update
ensures the animation state is updated every frame.
By using this approach, you can maintain smooth transitions with a mix duration while ensuring your callback fires at the correct time.