| name | omg-cocos-playable-animation-core |
| description | FlyingAnimation and FlyingAnimationController with object pool integration for Cocos Creator playable ads |
Codex Port Notice
This skill was ported from upstream reference material. Interpret command names, paths, and agent-routing guidance as Codex/Oh My Game Kit equivalents. Prefer active Codex tools and local project instructions over Codex-specific mechanics when they conflict.
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: omg-cocos-playable-signalbus.
Import paths:
db://assets/PLAGameFoundation/animations/FlyingAnimation
db://assets/PLAGameFoundation/animations/FlyingAnimationController
Details
Common Mistakes
- 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.
Gotchas
- 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.