Sets an animation, or an array of animations, to be played in the future, after the current one completes or stops.
The current animation must enter a 'completed' state for this to happen, i.e. finish all of its repeats, delays, etc,
or have one of the
stop methods called.
An animation set to repeat forever will never enter a completed state unless stopped.
You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its
Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the global animation they're playing.
Call this method with no arguments to reset all currently chained animations.
|key||string | Array.<string> | Phaser.Animations.Animation | Array.<Phaser.Animations.Animation> | Phaser.Types.Animations.PlayAnimationConfig | Array.<Phaser.Types.Animations.PlayAnimationConfig>||
The string-based key of the animation to play, or an Animation instance, or a
The Game Object that owns this Animation Component.