Hi, so I'm still working my way around animations and I noticed that if I play an animation and queue another one (using animationstate and setting their mix in the animationdata) they would mix just fine, but the second animation would finish before it should. From what I read from the documentation its intended but its not really desired in my case so i was wondering if there is a work around to avoid it.
Thanks in advance.
Edit: So I've been playing with it a bit more, and i think that the problem was that the float value I put in the animationmix in the animationStateData was being considered as a time value instead of a percentage. I modified the code in the AnimationState class as follows to make it work as a percentage:
In AddAnimation:
delay = previousAnimation.Duration - Data.GetMix(previousAnimation, animation) * previousAnimation.Duration + delay;
In Apply:
float alpha = mixTime / (mixDuration * previous.Duration);
This seems to be working so far but I feel a bit uneasy having modified a Spine class. It's a small change but still.. Not sure why you would prefer it to behave as time instead of a percentage. But then again I'm probably completely missing the point here.