-- functions


function stopAllAnimations()
	local oldAnim = currentAnim

	-- return to idle if finishing an emote
	if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
		oldAnim = "idle"
	end

	currentAnim = ""
	currentAnimInstance = nil
	if (currentAnimKeyframeHandler ~= nil) then
		currentAnimKeyframeHandler:disconnect()
	end

	if (currentAnimTrack ~= nil) then
		currentAnimTrack:Stop()
		currentAnimTrack:Destroy()
		currentAnimTrack = nil
	end

	-- clean up walk if there is one
	if (runAnimKeyframeHandler ~= nil) then
		runAnimKeyframeHandler:disconnect()
	end
	
	if (runAnimTrack ~= nil) then
		runAnimTrack:Stop()
		runAnimTrack:Destroy()
		runAnimTrack = nil
	end
	
	return oldAnim
end

local smallButNotZero = 0.0001
function setRunSpeed(speed)
	if speed < 0.33 then
		currentAnimTrack:AdjustWeight(1.0)		
		runAnimTrack:AdjustWeight(smallButNotZero)
	elseif speed < 0.66 then
		local weight = ((speed - 0.33) / 0.33)
		currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
		runAnimTrack:AdjustWeight(weight + smallButNotZero)
	else
		currentAnimTrack:AdjustWeight(smallButNotZero)
		runAnimTrack:AdjustWeight(1.0)
	end
	
	local speedScaled = speed * 1.25
	runAnimTrack:AdjustSpeed(speedScaled)
	currentAnimTrack:AdjustSpeed(speedScaled)
	
	if ( CurrentToyAnimation ~= nil ) then
		CurrentToyAnimation:AdjustSpeed(speedScaled)
	end
	
end


function setAnimationSpeed(speed)
	
	-- Check difference
	local MaxDifference = .5;
	local Difference = math.abs(( currentAnimSpeed - speed ));
	
	if ( Difference < MaxDifference ) then
		return;
	end
	
	if speed ~= currentAnimSpeed then
		currentAnimSpeed = speed
		if currentAnim == "walk" then
			setRunSpeed(speed)
		else
			currentAnimTrack:AdjustSpeed(currentAnimSpeed)
		end
	end
end

function keyFrameReachedFunc(frameName)