Hello! I'm sorry if my question has been answered before, but I've spent the whole day searching documentation, forums and whatnot and hadn't found anything. I'll try to thoroughly describe my issue, because I'm pretty new to spine and maybe my issue can be solved differently.
So, in the game I'm working on we have several characters with unique jump animation for each of them. Animation usually has three phases - warmup (eg a character bends his knees to prepare for jump), jump itself and landing (where he touches ground and bounces back). Character's vertical movement is driven by animation, but horizontal one should be done in code, bc jump distance may vary. Here's a problem: I can only move the characters during jump phase when they have left ground or their feet would slide on ground. Since each character's jump timing may be different, I can store jump and land points manually, but it would be a nightmare to update and check, since we have three dozen chars. My solution would be to fire two events one at "takeoff" and one at "landing" and start movement as soon as the first one fires. So far so good, but I also need to get the timing between these two events to properly set movement duration since chars would cover the same amount of ground in different time due to having different animations.
I couldn't find a way to get event's position in track. I can get events themselves from SkeletonData, but not their time.
PS: I can think of two workarounds - storing frame number in EventData in editor or simulating the animation once to get both events firing and capture their timing, but both seem clunky and unnecessary if there's a built-in way to do it.
Thanks in advance!