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t1k:cocos:playable:animation-core

FieldValue
Moduleplayable
Version0.5.6
Efforthigh
Tools

Keywords: ads, animation, cocos, flying, object pool, playable, tween

/t1k:cocos:playable:animation-core

FlyingAnimation & FlyingAnimationController

Section titled “FlyingAnimation & FlyingAnimationController”

Pooled particle-like animation system built on Cocos tween(). FlyingAnimation is the per-node Component; FlyingAnimationController is the scene singleton that manages spawning and pooling. See also: t1k-cocos-playable-signalbus.

Import paths:

  • db://assets/PLAGameFoundation/animations/FlyingAnimation
  • db://assets/PLAGameFoundation/animations/FlyingAnimationController
  • Not calling Tween.stopAllByTarget(node) before replaying on a pooled node — old tweens persist after recycle.
  • Setting autoDestroy = true when using the controller — controller handles pooling; autoDestroy must stay false.
  • Passing targetNode for a non-target animation type — ignored silently; check enum group.
  • Forgetting UIOpacity component on prefab — FlyingAnimation.onLoad auto-adds it, but only after the node is active in the scene.
  • Animation clip references hold scene assets — they don’t unload until the component is destroyed — disable doesn’t free.
  • Skeletal animation events fire on the animation thread; UI mutation must marshal to main.