Okay I've edited this comment way too much but. I've figured out a way to implement animation blending:
In the SpineAnimationAction, I added this:
[Tooltip("")]
public int i;
and then i changed the value '0' on the AddAnimation, SetAnimation and ResetAnimation inside the
'public override void OnEnter()' to an 'i'. Like this:
skeleton.state.SetAnimation(i, animationName, loop.Value);
And lastly, in the SpineAnimationActionEditor I added EditField("i");.
With this, the action will have 1 extra visible variable, namely 'i'. this represents to what type the animation belongs. When Spine animations belong to different groups, they can blend with each other, otherwise you will get one animation running while the other is there, but just not playing.
I hope this helps somebody π
IMPORTANT: this fsm action is kind of weird when you change the code. the 'Animation' field disappears when you change the code, so do the following:
Before changing the code:
- add a SpineAnimationAction to a playmaker FSM, and select the 'Animation' tab and choose your appropriate animation.
- Test it to see if it works.
If it worked:
- Change the scripts as mentioned above.
- check your SpineAnimationAction in your fsm action and check if 'i' is there. By now you might have noticed that the 'Animation' tab has disappeared.
- Test again, you will see the animation play even though the tab had disappeared!
- Check your playmaker fsm, for some reason, the 'Animation' tab is back. Now you can work normally again.
I don't know what causes this. there's a chance you might not have this but regardless, try it out just in case. otherwise you will have to reimport the download file and the patch file.