Adds an animation to be played delay seconds after the current or last queued animation
for a track. If the track is empty, it is equivalent to calling setAnimation.
@param delay
Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
duration of the previous track minus any mix duration plus the negative delay.
Adds an empty animation to be played after the current or last queued animation for a track, and mixes to it over the
specified mix duration.
@return
A track entry to allow further customization of animation playback. References to the track entry must not be kept after AnimationState.Dispose.
Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
animation state can be applied to multiple skeletons to pose them identically.
Removes all animations from the tracks, leaving skeletons in their previous pose.
It may be desired to use AnimationState.setEmptyAnimations(float) to mix the skeletons back to the setup pose,
rather than leaving them in their previous pose.
Removes all animations from all tracks, leaving skeletons in their previous pose.
It may be desired to use AnimationState.setEmptyAnimations(float) to mix the skeletons back to the setup pose,
rather than leaving them in their previous pose.
Sets the current animation for a track, discarding any queued animations.
@param loop If true, the animation will repeat.
If false, it will not, instead its last frame is applied if played beyond its duration.
In either case TrackEntry.TrackEnd determines when the track is cleared.
@return
A track entry to allow further customization of animation playback. References to the track entry must not be kept
after AnimationState.Dispose.