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Feat/alternative animation queuing mechanism #16
base: custom_animation_engine
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Feat/alternative animation queuing mechanism #16
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…tiple animations to be queued and the actully running one not being cancelled with an enqueue. The legacy code is kept as it is to provide backward compability
Just wanted to let you know I'm not ignoring these pull requests. I'll try to remember to review them after work tonight!
…Sent from my iPhone
On Sep 6, 2017, at 4:43 AM, riobah ***@***.***> wrote:
This PR is adding an alternative animation queuing system while keeping the existing code for backward compatibility.
Benefits compared to the existing mechanism:
Ability to queue multiple animations
Ability to wait till the end of the existing animation before starting the queued animation
Ability to continue an animation infinitely running (like walking) and inserting one single animation in between its executions
Simplified endOfAnimation: method implementation.
Old code is kept as it is. If we agree that the new code is supporting the existing functions of the code, we can clean the old code later providing the same interface for backward compatibility.
You can view, comment on, or merge this pull request online at:
#16
Commit Summary
Implementing an alternative animation enqueing mechanism allowing multiple animations to be queued and the actully running one not being cancelled with an enqueue.
Adding example to the test SKScene for the new enqueing methods
File Changes
M SpineImporter/SGG_Spine.h (7)
M SpineImporter/SGG_Spine.m (141)
M SpineTesting/SGG_MyScene.m (77)
Patch Links:
https://github.com/mredig/SGG_SKSpineImport/pull/16.patch
https://github.com/mredig/SGG_SKSpineImport/pull/16.diff
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No worries Michael. Feel free to check them anytime you are available. Appreciate your message. |
I will have to review this PR in more depth later. Right now, I'm failing to see the distinguishment from the original. Feel free to provide an example comparison to help speed things up, otherwise I'll get this this when I can. Thanks! |
Thank you Michael. I'm quite new to the code base, so I hope I'm not reaching to wrong conclusions because of my mis-usage of the library. Below was my understanding:
It does not let the current cycle to reach to the end, because of the following code in runAnimation method.
PR allows the new animation to be added to the queue and run after the existing animation's cycle ends.
As an example, below code does not result with two jumps:
Again, I might be wrong with my conclusion as I'm pretty new to the library. Any comment is quite welcomed. Thank you again for considering the PR. |
Could you have the chance to check the PR Michael? |
I am incredibly sorry this has taken so long! If I'm understanding what you are attempting to do correctly, I think the functionality already exists... mostly. When using a sequence, there is a property on the SGG_Spine object called Will this solve your use case? If not, can you elaborate the distinction of your code addition? Additionally, given the nature of what you are trying to do, I would suggest modifying the documentation to clarify that the property |
This PR is adding an alternative animation queuing system while keeping the existing code for backward compatibility.
Benefits compared to the existing mechanism:
Old code is kept as it is. If we agree that the new code is supporting the existing functions of the code, we can clean the old code later providing the same interface for backward compatibility.