To be clear, it is the intended behavior for looping animations: when you addAnimation
with 0 delay
, it will wait until the end of the current loop, then play the queued animation. For non-looping animations, it will also wait until the end of the animation, then play the queued animation. However, with the new fix, if the animation is already past the end, for non-looping animations it will play the queued animation right away.
The reasoning for this behavior is that the intent of addAnimation
with 0 delay
is to play the new animation at the end of the previous animation. With looping, the end comes many times. With non-looping, the end only comes once.
Note you can always use setAnimation
to change the current animation right away.
:beer: