I post it here as I was unable to find any links to bugtracker
consider creating some timeline and appending tweens, like:
var timelineTween:TimelineMax = new TimelineMax({repeat:-1});
timelineTween.append(new TweenMax(this, GameSettings.GAME_OBJECTS_OSCILLATION_TIME / 2, {x:destX, y:destY, ease:Linear.easeNone}));
timelineTween.append(new TweenMax(this, GameSettings.GAME_OBJECTS_OSCILLATION_TIME / 2, {x:this.x, y:this.y, ease:Linear.easeNone}));
then implement pausing in game:
TweenMax.pauseAll();
what is expected to happen: timelines are paused too (as they don`t have pauseAll function)
what happens: everything is paused, but after resume timelines are broken (they play to end, stop for a while, and then resume)
possible workaround: I added following to TimelineMax class
private static var timelines:Vector. = new Vector.;
public static function pauseAll():void
{
for each (var t:TimelineMax in timelines)
{
t.pause();
}
}
public static function resumeAll():void
{
for each (var t:TimelineMax in timelines)
{
t.resume();
}
}