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LoopCompleteHandler for PingPong Loops

Open wherget opened this issue 8 years ago • 1 comments

I have the following idea for improvement: Call LoopCompleteHandler when the "Ping" phase of the PingPong loop is complete. (I hacked this in to trigger a "pick up" at the midpoint of the animation for a robot that moves along a spline with SplineTween.) Especially seeing as the LoopCompleteHandler seems to be defunct (as per b1b200c) when using PingPong loops; I would have expected it to do something.

wherget avatar Jun 14 '17 07:06 wherget

Oh, never mind, I misread that; The handler does fire after the "Pong". (Possibly along with the Completed Handler, when looping only once?). Still, an event after the "Ping" would be nice.

wherget avatar Jun 14 '17 08:06 wherget