Hello!
I'm trying to sequence some animations but it doesn't work as I expect it.
The Problem is that animation 2 immediatly starts even if animation 1 has not finished.
Maybe I'm missing something, so here's the code:
function raise () {
var thomb: tk2dAnimatedSprite = null;
for (thomb in thombScatterIcons) {
thomb.SetFrame(1);
var anim:tk2dAnimatedSprite;
anim = Instantiate(prefab_anim,Vector3(thomb.transform.position.x, thomb.transform.position.y, thomb.transform.position.z-0.1),Quaternion.identity);
switch (Random.Range(1, 6)) {
case 1:
anim.Play("plain_rise");
anim.animationCompleteDelegate = switchAnimToIdleMode(anim,1);
break;
case 2:
anim.Play("pylon_rise");
anim.animationCompleteDelegate = switchAnimToIdleMode(anim,2);
break;
case 3:
anim.Play("bucket_rise");
anim.animationCompleteDelegate = switchAnimToIdleMode(anim,3);
break;
case 4:
anim.Play("football_rise");
anim.animationCompleteDelegate = switchAnimToIdleMode(anim,4);
break;
case 5:
anim.Play("yeti_rise");
anim.animationCompleteDelegate = switchAnimToIdleMode(anim,5);
break;
}
}
}
function switchAnimToIdleMode(anim:tk2dAnimatedSprite,Id:int)
{
switch (Id) {
case 1:
anim.Play("plain_idle");
break;
case 2:
anim.Play("pylon_idle");
break;
case 3:
anim.Play("bucket_idle");
break;
case 4:
anim.Play("football_idle");
break;
case 5:
anim.Play("yeti_idle");
break;
}
return null;
}