(2.4.5)When try to use scheduleOnce to append animation A with animation B, animation A seems look abnormal sometimes?

For example, sometimes I want to play animation A and then wait until animation A ends and then play animation B, when I try the code something as the following:

this.scheduleOnce(function(){
    this.scheduleOnce(function(){
         this.animationArray[n].playAdditive("down_"+j);
    }.bind(this),this.animationArray[n].playAdditive("right_"+i).duration);   
}.bind(this),n*timeInterval);

the first animation (right_"+i) seems look abnormal sometimes. Is it because Animation can’t append with scheduleOnce()?

I created a project to test it, which is a canvas that would emit 20 numbers when button started:


And it is the game project (cocos creator version:2.4.5):

NewProject.zip (308.4 KB)

The canvas would emit 20 numbers, which each number starts move right and then move down. “move down” is played after “move right” is finished, and “move down” and “move right” are 2 separate animations. There are 12 total animations : “right_0” to “right_9” and “down_0” and “down_1”.

There are 2 buttons : 0.125 and 0.03125, which means the time interval between 2 numbers start emitting. When time interval is 0.125, the animation seems normal:

But when time interval is faster, 0.03125, sometimes the animation stops abnormally:

which seems some numbers don’t play the “down” animations. Why would that happen?