I'm using this code to fire an animation, then make it reset after it's complete. It works, but I have two events Melee_start and Melee_end, and only the first one fires.
trackEntry = skeletonAnimation.state.SetAnimation(track, anim, loop);
skeletonAnimation.state.AddEmptyAnimation(track, mix, 0);
If I set a delay to AddEmptyAnimation it works
skeletonAnimation.state.AddEmptyAnimation(track, mix, 2);
Is this due to the mixDuration causing the animation to mix over, and events from the track being mixed out doesn't play? Any workarounds here to still have a mixduration?
EDIT:
Even with 0 mixDuration, it still doesn't fire. It's a 19 frame animation, and the end event is on frame 18. If i move it to 16 it fires.
trackEntry = skeletonAnimation.state.SetEmptyAnimation(track, 0)