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src/gameobjects/components/Animation.js

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@@ -376,10 +376,13 @@ var Animation = new Class({
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/**
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* Sets an animation to be played immediately after the current one completes.
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*
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* The current animation must enter a 'completed' state for this to happen, i.e. finish all of its repeats, delays, etc.
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* The current animation must enter a 'completed' state for this to happen, i.e. finish all of its repeats, delays, etc, or have the `stop` method called directly on it.
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*
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* An animation set to repeat forever will never enter a completed state.
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*
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* You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its `animationcomplete` callback).
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* Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the global animation they're playing.
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*
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* Call this method with no arguments to reset the chained animation.
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*
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* @method Phaser.GameObjects.Components.Animation#chain

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