I have an animation that goes through various stages, so I have it scripted out in a changeState method.
I have the cycleSpeed set to 4, but when the animation reaches its final cel and moves on to the next state, the last cel lasts for only 1 game cycle before moving on to the next state.
This makes sense because it moves to the next state when it reaches the end because I told it to with SetCycle: End self.
Is there an elegant solution to this to make the last cel last for the full amount of gameCycles (according to what cycleSpeed is set at) before moving to the next state?