Hello great Spine Dev Team,
I use Spine for quite a long time now, and enjoy every bit of it,
today I updated Spine Editor to 3.3.07(my problem occurs on 3.3.05 as well) and Spine-Unity+Spine-csharp runtime to the latest (yesterday I think).
I created a boss enemy for a 2d platform game, let's say playing an "idle" animation in loop,
skelAnim.state.SetAnimation (0, idleAnim, true);
and at some time it takes a shot from the player:
skelAnim.state.SetAnimation (1, takeHitAnimation, false);
At the same point, if enemy's health < aNumber, I play a "I'm in pain" animation:
skelAnim.state.SetAnimation (0, dropLevelAnimation, false);
If "takeHitAnimation" contains only rotate & deform keys, "dropLevelAnimation" plays OK.
If I add some color keys in "takeHitAnimation", (enemy turns red) when "dropLevelAnimation" comes to play, it doesn't behave as it should, e.g. the bones that took part in "takeHitAnimation" don't move at all.
How's that possible?
I even added color keys at the beginning of "dropLevelAnimation" to "zero-out" the keyed values, or used:
skelAnim.skeleton.SetToSetupPose (); before applying "dropLevelAnimation" but it didn't work.
Any ideas ?