OnAnimationEnd callback for looping anims
by Jason McIntosh · in Torque Game Builder · 06/15/2005 (9:59 am) · 3 replies
Please correct me if I'm wrong, but it looks like animations that loop do not fire onAnimationEnd() events if they stop (ie, animation changes to something else). This would be very very useful. :)
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#2
What I need is for onAnimationEnd() to be fired when a looping animation gets interrupted when I change the animation. I'm trying to hack this in script (in my animation cache control code) right now. But it is a legitimate case of the animation ending, so I think it should be in the engine officially.
06/15/2005 (10:23 am)
Hmm, I'm not sure if that's my problem or not. I thought that 1.0.2 had fixed this issue? Maybe I didn't understand everything that was happening in that thread, though. :) (Edit: upon inspection of my C++ source code, I applied Melv's fix for that issue already.) I have my own animation caching code working, except in the case of looping animations because they don't fire onAnimationEnd() callbacks.What I need is for onAnimationEnd() to be fired when a looping animation gets interrupted when I change the animation. I'm trying to hack this in script (in my animation cache control code) right now. But it is a legitimate case of the animation ending, so I think it should be in the engine officially.
#3
06/16/2005 (12:03 pm)
FYI, I have resolved this. I refactored my animation caching and found a way around this need.
Torque Owner Philip Mansfield
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