SkeletonAnimator not dispatching AnimatorEvent.STOP : bug or ?

Software: Away3D 4.x

Avatar
Matse, Sr. Member
Posted: 22 September 2011 08:35 PM   Total Posts: 149

Title says it all : I never receive AnimatorEvent.STOP event from a skeletonAnimator, while I receive AnimatorEvent.START just fine.

I looked into the sources and unless I missed something, it’s never dispatched as the notifyStop() method never gets called.

I can receive an AnimatorEvent.SEQUENCE_DONE event from the animation itself, but it’s not really useful in my case. I have several monsters of the same type, and I want to know when an attack animation (for example) ends. The AnimatorEvent.STOP looked like a good solution, since it would allow me to retrieve the animator dispatching the event and then find back which monster is behind it.

Just wondering if it’s a bug, or something that’s not yet implemented in Away3D 4 ? I can use the animation duration to monitor the animation ending so that’s not a big problem but I thought I’d ask.

   

Richard Olsson, Administrator
Posted: 24 September 2011 01:27 PM   Total Posts: 1192   [ # 1 ]

Sounds like a bug. Please file an issue report over at GitHub.

   

Avatar
Matse, Sr. Member
Posted: 24 September 2011 02:38 PM   Total Posts: 149   [ # 2 ]

Done, thanks for answering. Not a big problem as I said, I guess it’s better performance-wise to monitor currentTime - startTime >= animation.duration anyway smile

   

StefC, Newbie
Posted: 22 November 2011 04:00 PM   Total Posts: 3   [ # 3 ]
Richard Olsson - 24 September 2011 01:27 PM

Sounds like a bug. Please file an issue report over at GitHub.

Is this issue already fixed? I have the same issue with the SkeletonAnimator.
Thanks

   
   

X

Away3D Forum

Member Login

Username

Password

Remember_me



X