Right now I kind of have a solution, but there's still something that might get a problem in the future:
Calling SetAnimation (for an enter animation) and AddAnimation (for an eventual idle transition, looped) on Game Start, only calls END when enter is finished.
Then SetAnimation (for an exit animation) and AddAnimation (for an eventual idle transition, looped), instantly ENDs the idle from before and only calls COMPLETE when the exit animation is finished.
Because of this, I have to listen to END in the first situation and to COMPLETE in the second. Since the animations both end and start in opposite directions off screen, I cannot have a mixed transition, because otherwise you'll see the object moving across the screen. I usually run a randomiser here, to get another random SkeletonAnimation picked for the next enter animation (starting all over again). BUT if that's the same Object as before, not the mix from exit to enter is used but from that additional idle to enter (maybe because listening to COMPLETE already mixed into the idle?). They're also random so I have to set that from all idles to enter myself. I'm hoping that there won't be any random enters in the future, otherwise that's getting messy.
END would not even be an option because as you said in another post, SetAnimation on END doesn't make sense (though it does in this case, if END would trigger SetAnimation at a moment where the exit animation mix is still used) and is not even fired though it should.
It's just not reasonable for me, why the exact same Add-/ SetAnimation calls result in END being called if it's my enter/ idle combination and COMPLETE being called if it's my exit/ idle combination... Doesn't make sense. Even happens when starting the game with any animation already set on the SkeletonAnimation.
Sorry for the long explanation, but I'm just not sure how to deal with that correctly.
And, is there even another way to always keep at least one animation running, by means of not calling AddAnimation with an idle for every Animation that's about to finish?
P.S.: BUG: When AddAnimation is called with looped = true, the bool in the inspector does not get set during the run of that animation.