Simple case:
'
bool first = true;
AtlasSprite *mPlayer;
AtlasAnimation *aAnimA;
AtlasAnimation *aAnimB;
(init etc.)
-(void) doFunc:
{
[mPlayer stopAllActions];
AtlasAnimation *dAnim = (first) ? aAnim1 : aAnim2;
first = !first;
Action *tAction = [[Sequence actions: [Animate actionWithAnimation: dAnim restoreOriginalFrame: false], [CallFunc actionWithTarget: self selector: @selector(afterAnim)], nil] retain];
[mPlayer runAction: tAction];
}
-(void) afterAnim
{
[self doFunc];
}
'
In 0.7.x, this would swap the animations back and forth, after each had completed.
Now, it does nothing after the first time (ie afteranim calls once).
I believe the problem is in the ActionManager.m code.. but it's pretty complex w/ all the hashes and such. Anyone got any fixes?
Thanks,
Chris.