My expected behaviour of trackEntry.Reverse
: I would want reverse animations to act exactly like a normal animation but now all keyframes are flipped/inverted, so I don’t have to set up duplicate animations.
But in the current implementation they don’t fire events, and they seem to cause issues on other tracks.
For example: If a top layer has a "shoot" animation (that gets looped), and we walk reversed and forward, if the shooting loop is played, some of its animations gets reversed and some not (when we no longer even walk backwards/reversed). Really messy. Should I just: 1. lerp the trackEntry.TrackTime
in reverse, or should I create duplicate animations?
var trackEntry = animationState.SetAnimation(baseLayer, animations.move, true);
trackEntry.Reverse = character.IsMovingBackwards;