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Chaining an animation set anims.nextAnim, if null, to the animation to chain, but after running sprite.play(...) the value turn to undefined, thus the animation to chain goes to anims.nextAnimsQueue leaving anims.nextAnim to undefined forever.
Example Test Code
console.log(sprite.anims.nextAnim)// nullsprite.chain(key)console.log(sprite.anims.nextAnim)// given keysprite.play(key)console.log(sprite.anims.nextAnim)// undefined, it's a bug ?
Thank you for submitting this issue. We have fixed this and the fix has been pushed to the master branch. It will be part of the next release. If you get time to build and test it for yourself we would appreciate that.
Version
Description
https://newdocs.phaser.io/docs/3.55.1/Phaser.GameObjects.Sprite#chain
https://newdocs.phaser.io/docs/3.55.2/Phaser.Animations.AnimationState#nextAnim
Chaining an animation set
anims.nextAnim
, if null, to the animation to chain, but after running sprite.play(...) the value turn to undefined, thus the animation to chain goes toanims.nextAnimsQueue
leavinganims.nextAnim
to undefined forever.Example Test Code
full running code: (run on https://labs.phaser.io/edit.html)
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