###User Story:
As a developer, I have to create multiple tweens to separate loop delay from initial play delay and manually do TweenService’s work for it.
###The Problem:
The final argument to the TweenInfo constructor is loop delay. If I have a looping animation, it will wait that duration between each loop. Unfortunately, this delay is also waited when the tween is initially played.
###Desired Behavior:
Loop delay only waits between loops – not on initial play. If I want to wait before the initial play, I’ll use wait(t) tween:Play()
###Use Cases:
- “Press any key to continue” text which fades in/out indefinitely
- Primer light. As object is primed, light fades on immediately, waits for a couple seconds, and then fades off when object is launched
- Airlock pressurization air which fades in white smoke as soon as airlock is entered, remains at full emission for a couple seconds, and then fades out – airlock is opened on tween.Completed:wait()