lyle Is it possible to tell when a non-looping animation has finished? either on the Animation object or the SkeletonRenderer perhaps?
lyle I think I have a better understanding now. Neither the Animation or the SkeletonRenderer hold any state information. To know when the animation is finished I would compare the Animation.Duration with the time I would be passing into animation.Apply
Nate Bingo! 🙂 AnimationState holds state, so it could have an isComplete method for convenience, but it would do as you described.
axl or a listener with callback onAnimationFinished(Animation pAnimation) in animation state 🙂 And from there , animation state could be putted into a queuelist to allow play ie. 5 animations not looped in a row.
Nate AnimationState has isComplete now. I don't think callbacks are necessary. Likely you are actually writing a game and have other code running at animation changes. It really is trivial to write a tiny bit of code to get the effect you described.