Thanks for the pointer on .TrackTime and .AnimationTime.
Although I've been able to hobble together what I'm doing using these properties, I've been confused as to an error I've been getting. Right now I'm using the following lines of code to get both the current elapsed time of an animation, and also the total time length of an animation:
var myAnimation1 = skeletonAnimation.Skeleton.Data.FindAnimation("WalkToChase1");
float animLength = myAnimation1.Duration;
var myAnimation2 = skeletonAnimation.AnimationState.SetAnimation(0, "WalkToChase1", false);
float animElapsedTime = myAnimation2.AnimationTime;
Doing it this way, I'm actually setting the current animation to one I've made called "WalkToChase1" when I want to return the elapsed time of an animation. I'd like to use Skeleton.Data.FindAnimation to find the property of an animation, or better yet, find the property of the currently playing animation rather than selecting a specific one. However, if I try to reference .AnimationTime to the Skeleton.Data using the following code I get a similar error as before:
float animElapsedTime = myAnimation1.AnimationTime;
'Animation' does not contain a definition for 'AnimationTime' and no extension method 'AnimationTime' accepting a first argument of type 'Animation' could be found (are you missing a using directive or an assembly reference?)
How would I use .AnimationTime and .TrackTime without referencing "SetAnimation"? Is there documentation I can read that addresses this issue I'm having?