Comments (3)
So, let me simplify :
-to have the ability to keep an instance of an entity somewhere without playing it or showing it on screen.
-and then to have a feature to automate entity removal after playing it.
-to copy only a part of SCML (that's optional if you have the previous features I think)
Do you need to launch more than 1 particule animation at a time ?
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Not to keep an instance without playing, but simply to launch a no-loop animation somewhere on the screen which auto-destroy at the end.
Yea, I need to launch more than 1 anim at a time (actually I modified SpriterHaxeEngine on my device and it work, but I don't know if my modifs are optimised enough to share on github ^^)
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I had left this issue because of
When I add an particule to the game (new Spriter obj to the SpriterEngine obj), I suppose creating a particule (new Spriter obj) copy all the SCML animations just for using one of them.
But now the SCML is not copied anymore in each Spriter so you can have many Spriters using the same SCML. I close the issue.
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