Hallo!
Although I was poor at English, since I discovered the bug, I report.
Condition:An event can be stabilized and cannot dispatch.
version 4.1.1
class:SkeletonClipState
method:
override protected function updateFrames() : void
{
super.updateFrames();
_currentPose = _frames[_currentFrame];
trace(_oldFrame, _currentFrame, _nextFrame)
// Depending on the conditions of a frame rate, the following frame cannot necessarily detect the last frame.
if (_skeletonClipNode.looping && _nextFrame >= _skeletonClipNode.lastFrame){
_nextPose = _frames[0];
SkeletonAnimator(_animator).dispatchCycleEvent();
} else {
_nextPose = _frames[_nextFrame];
}
}
Draft amendment:
override protected function updateFrames() : void
{
super.updateFrames();
_currentPose = _frames[_currentFrame];
trace(_oldFrame, _currentFrame, _nextFrame)
if (_skeletonClipNode.looping && _nextFrame >= _skeletonClipNode.lastFrame || _oldFrame > _currentFrame){
_nextPose = _frames[0];
// The processing which moves to the last frame is required here.
SkeletonAnimator(_animator).dispatchCycleEvent();
} else {
_nextPose = _frames[_nextFrame];
}
}