Adds a mix between two animations.
Mixing allows you to specify a unique delay between a pairing of animations.
When playing Animation A on a Game Object, if you then play Animation B, and a mix exists, it will wait for the specified delay to be over before playing Animation B.
This allows you to customise smoothing between different types of animation, such as blending between an idle and a walk state, or a running and a firing state.
Note that mixing is only applied if you use the
Sprite.play method. If you opt to use
playAfterDelay instead, those will take priority and the mix
delay will not be used.
To update an existing mix, just call this method with the new delay.
To remove a mix pairing, see the
|animA||string | Phaser.Animations.Animation||
The string-based key, or instance of, Animation A.
|animB||string | Phaser.Animations.Animation||
The string-based key, or instance of, Animation B.
The delay, in milliseconds, to wait when transitioning from Animation A to B.
This Animation Manager.