In the Spriter software, sprites in animations are always associated with a named sprite object that shows up in the timeline. As far as I can tell, those are represented in the timeline information in SpriterDotNet's SpriterAnimation structure as well, in the .Timelines array, specified as entries with ObjectType "Sprite". Of course, only for available keyframes.
But when I want to update sprites after updating an animation, either by reacting to it in ApplySpriteTransform or by manually checking the latest FrameData, the library tells us (in the form of SpriterObjects) which images are used in the latest frame (via folder&file id), where they are and so forth, but not which sprite in the animation that image actually belongs to. Is there any way to reconstruct that information in the available data?
In the Spriter software, sprites in animations are always associated with a named sprite object that shows up in the timeline. As far as I can tell, those are represented in the timeline information in SpriterDotNet's SpriterAnimation structure as well, in the .Timelines array, specified as entries with ObjectType "Sprite". Of course, only for available keyframes.
But when I want to update sprites after updating an animation, either by reacting to it in ApplySpriteTransform or by manually checking the latest FrameData, the library tells us (in the form of SpriterObjects) which images are used in the latest frame (via folder&file id), where they are and so forth, but not which sprite in the animation that image actually belongs to. Is there any way to reconstruct that information in the available data?