internal void OnComplete (AnimationState state, int index, int loopCount) {
			if (Complete != null) Complete(state, new CompleteArgs(index, loopCount));
		}
		internal void OnEvent (AnimationState state, int index, Event e) {
			if (Event != null) Event(state, new EventTriggeredArgs(index, e));
		}
		internal void OnStart (AnimationState state, int index) {
			if (Start != null) Start(state, new StartEndArgs(index));
		}
		internal void OnEnd (AnimationState state, int index) {
			if (End != null) End(state, new StartEndArgs(index));
		}
        public void Load(Vector2 position,string name,float scale, float acceleration)
        {
            this.name = name;
            //----------Spine----------
            skeletonRenderer = new SkeletonRenderer(Game1.graphics.GraphicsDevice);
            skeletonRenderer.PremultipliedAlpha = true;

            Atlas atlas = new Atlas("spine/sprites/" + name + ".atlas", new XnaTextureLoader(Game1.graphics.GraphicsDevice));
            SkeletonJson json = new SkeletonJson(atlas);
            json.Scale = scale;
            skeleton = new Skeleton(json.ReadSkeletonData("spine/sprites/" + name + ".json"));
            skeleton.SetSlotsToSetupPose(); // Without this the skin attachments won't be attached. See SetSkin.

            // Define mixing between animations.
            AnimationStateData animationStateData = new AnimationStateData(skeleton.Data);
            float fading_standard = 0.2f;
            switch (name)
            {
                case "bonepuker":
                    animationStateData.SetMix("idle", "run", acceleration);
                    animationStateData.SetMix("run", "idle", acceleration);
                    animationStateData.SetMix("idle", "jump", 0.3f);
                    animationStateData.SetMix("run", "jump", 0.3f);
                    animationStateData.SetMix("jump", "run", 0.1f);
                    animationStateData.SetMix("jump", "idle", 0.3f);
                    animationStateData.SetMix("jump", "die", 0.3f);
                    animationStateData.SetMix("run", "die", 0.1f);
                    animationStateData.SetMix("idle", "die", 0.2f);
                    animationStateData.SetMix("smash", "idle", 0.2f);
                    animationStateData.SetMix("smash", "run", 0.2f);
                    animationStateData.SetMix("smash", "jump", 0.2f);
                    //Fading für Attack dürfte so nicht funktionieren, da Attack auf einem anderen Track ausgeführt wird
                    animationStateData.SetMix("attack", "idle", 0.1f);
                    animationStateData.SetMix("attack", "run", 0.1f);
                    animationStateData.SetMix("attack", "jump", 0.1f);
                    break;
                case "ashbrett":
                    fading_standard = 0.2f;
                    animationStateData.SetMix("idle", "walk", fading_standard);
                    animationStateData.SetMix("idle", "jump", fading_standard);
                    animationStateData.SetMix("idle", "attack", fading_standard);
                    animationStateData.SetMix("idle", "close", fading_standard);
                    animationStateData.SetMix("idle", "defend", fading_standard);
                    animationStateData.SetMix("idle", "die", fading_standard);
                    animationStateData.SetMix("idle", "hit", fading_standard);
                    animationStateData.SetMix("idle", "super_attack", fading_standard);

                    animationStateData.SetMix("walk", "idle", fading_standard);
                    animationStateData.SetMix("walk", "jump", fading_standard);
                    animationStateData.SetMix("walk", "attack", fading_standard);
                    animationStateData.SetMix("walk", "close", fading_standard);
                    animationStateData.SetMix("walk", "defend", fading_standard);
                    animationStateData.SetMix("walk", "die", fading_standard);
                    animationStateData.SetMix("walk", "hit", fading_standard);
                    animationStateData.SetMix("walk", "super_attack", fading_standard);

                    animationStateData.SetMix("jump", "idle", fading_standard);
                    animationStateData.SetMix("jump", "walk", fading_standard);
                    animationStateData.SetMix("jump", "attack", fading_standard);
                    animationStateData.SetMix("jump", "close", fading_standard);
                    animationStateData.SetMix("jump", "defend", fading_standard);
                    animationStateData.SetMix("jump", "die", fading_standard);
                    animationStateData.SetMix("jump", "hit", fading_standard);
                    animationStateData.SetMix("jump", "super_attack", fading_standard);

                    animationStateData.SetMix("attack", "idle", fading_standard);
                    animationStateData.SetMix("attack", "walk", fading_standard);
                    animationStateData.SetMix("attack", "jump", fading_standard);
                    animationStateData.SetMix("attack", "close", fading_standard);
                    animationStateData.SetMix("attack", "defend", fading_standard);
                    animationStateData.SetMix("attack", "die", fading_standard);
                    animationStateData.SetMix("attack", "hit", fading_standard);
                    animationStateData.SetMix("attack", "super_attack", fading_standard);

                    animationStateData.SetMix("close", "idle", fading_standard);
                    animationStateData.SetMix("close", "walk", fading_standard);
                    animationStateData.SetMix("close", "jump", fading_standard);
                    animationStateData.SetMix("close", "attack", fading_standard);
                    animationStateData.SetMix("close", "defend", fading_standard);
                    animationStateData.SetMix("close", "die", fading_standard);
                    animationStateData.SetMix("close", "hit", fading_standard);
                    animationStateData.SetMix("close", "super_attack", fading_standard);

                    animationStateData.SetMix("defend", "idle", fading_standard);
                    animationStateData.SetMix("defend", "walk", fading_standard);
                    animationStateData.SetMix("defend", "jump", fading_standard);
                    animationStateData.SetMix("defend", "attack", fading_standard);
                    animationStateData.SetMix("defend", "close", fading_standard);
                    animationStateData.SetMix("defend", "die", fading_standard);
                    animationStateData.SetMix("defend", "hit", fading_standard);
                    animationStateData.SetMix("defend", "super_attack", fading_standard);

                    animationStateData.SetMix("hit", "idle", fading_standard);
                    animationStateData.SetMix("hit", "walk", fading_standard);
                    animationStateData.SetMix("hit", "jump", fading_standard);
                    animationStateData.SetMix("hit", "attack", fading_standard);
                    animationStateData.SetMix("hit", "close", fading_standard);
                    animationStateData.SetMix("hit", "die", fading_standard);
                    animationStateData.SetMix("hit", "defend", fading_standard);
                    animationStateData.SetMix("hit", "super_attack", fading_standard);

                    animationStateData.SetMix("super_attack", "idle", fading_standard);
                    animationStateData.SetMix("super_attack", "walk", fading_standard);
                    animationStateData.SetMix("super_attack", "jump", fading_standard);
                    animationStateData.SetMix("super_attack", "attack", fading_standard);
                    animationStateData.SetMix("super_attack", "close", fading_standard);
                    animationStateData.SetMix("super_attack", "die", fading_standard);
                    animationStateData.SetMix("super_attack", "defend", fading_standard);
                    animationStateData.SetMix("super_attack", "hit", fading_standard);
                    break;
                case "fluffy":
                    fading_standard = 0.2f;
                    animationStateData.SetMix("attack", "die", fading_standard);
                    animationStateData.SetMix("attack", "smash_die", fading_standard);
                    animationStateData.SetMix("attack", "idle", fading_standard);
                    animationStateData.SetMix("attack", "walk", fading_standard);

                    animationStateData.SetMix("idle", "die", fading_standard);
                    animationStateData.SetMix("idle", "smash_die", fading_standard);
                    animationStateData.SetMix("idle", "attack", fading_standard);
                    animationStateData.SetMix("idle", "walk", fading_standard);

                    animationStateData.SetMix("walk", "die", fading_standard);
                    animationStateData.SetMix("walk", "smash_die", fading_standard);
                    animationStateData.SetMix("walk", "attack", fading_standard);
                    animationStateData.SetMix("walk", "idle", fading_standard);
                    break;
                case "skullmonkey":
                    fading_standard = 0.2f;
                    animationStateData.SetMix("attack", "dying", fading_standard);
                    animationStateData.SetMix("attack", "sitting", fading_standard);
                    animationStateData.SetMix("attack", "walking", fading_standard);

                    animationStateData.SetMix("sitting", "dying", fading_standard);
                    animationStateData.SetMix("sitting", "attack", fading_standard);
                    animationStateData.SetMix("sitting", "walking", fading_standard);

                    animationStateData.SetMix("walking", "dying", fading_standard);
                    animationStateData.SetMix("walking", "attack", fading_standard);
                    animationStateData.SetMix("walking", "sitting", fading_standard);
                    break;
                case "sweetcheeks":
                    fading_standard = 0.2f;
                    animationStateData.SetMix("attack", "die", fading_standard);
                    animationStateData.SetMix("attack", "hit", fading_standard);
                    animationStateData.SetMix("attack", "idle", fading_standard);
                    animationStateData.SetMix("attack", "jump", fading_standard);
                    animationStateData.SetMix("attack", "run", fading_standard);
                    animationStateData.SetMix("attack", "scream", fading_standard);

                    animationStateData.SetMix("hit", "die", fading_standard);
                    animationStateData.SetMix("hit", "attack", fading_standard);
                    animationStateData.SetMix("hit", "idle", fading_standard);
                    animationStateData.SetMix("hit", "jump", fading_standard);
                    animationStateData.SetMix("hit", "run", fading_standard);
                    animationStateData.SetMix("hit", "scream", fading_standard);

                    animationStateData.SetMix("idle", "die", fading_standard);
                    animationStateData.SetMix("idle", "attack", fading_standard);
                    animationStateData.SetMix("idle", "hit", fading_standard);
                    animationStateData.SetMix("idle", "jump", fading_standard);
                    animationStateData.SetMix("idle", "run", fading_standard);
                    animationStateData.SetMix("idle", "scream", fading_standard);

                    animationStateData.SetMix("jump", "die", fading_standard);
                    animationStateData.SetMix("jump", "attack", fading_standard);
                    animationStateData.SetMix("jump", "hit", fading_standard);
                    animationStateData.SetMix("jump", "idle", fading_standard);
                    animationStateData.SetMix("jump", "run", fading_standard);
                    animationStateData.SetMix("jump", "scream", fading_standard);

                    animationStateData.SetMix("run", "die", fading_standard);
                    animationStateData.SetMix("run", "attack", fading_standard);
                    animationStateData.SetMix("run", "hit", fading_standard);
                    animationStateData.SetMix("run", "idle", fading_standard);
                    animationStateData.SetMix("run", "jump", fading_standard);
                    animationStateData.SetMix("run", "scream", fading_standard);

                    animationStateData.SetMix("scream", "die", fading_standard);
                    animationStateData.SetMix("scream", "attack", fading_standard);
                    animationStateData.SetMix("scream", "hit", fading_standard);
                    animationStateData.SetMix("scream", "idle", fading_standard);
                    animationStateData.SetMix("scream", "jump", fading_standard);
                    animationStateData.SetMix("scream", "run", fading_standard);
                    break;
            }
            animationState = new AnimationState(animationStateData);

            // Event handling for all animations.
            /*
            animationState.Start += Start;
            animationState.End += End;
            animationState.Complete += Complete;
            animationState.Event += Event;
             * */

            skeleton.x = position.X;
            skeleton.y = position.Y;
        }