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MotionSequence.cpp
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27MotionSequenceHandle::MotionSequenceHandle(MotionRuntime *runtime, std::vector<MotionHandle> children)
44 if (!runtime_) return eve::Result<void>::failure(precondition("MotionSequenceHandle.complete: no runtime"));
54 if (!runtime_) return eve::Result<void>::failure(precondition("MotionSequenceHandle.cancel: no runtime"));
89eve::Result<void> MotionSequence::appendAtCursor(Item item, float delay, float duration, int loops) {
101eve::Result<void> MotionSequence::joinAtLast(Item item, float delay, float duration, int loops) {
111eve::Result<void> MotionSequence::insertAt(float at, Item item, float delay, float duration, int loops) {
257 return eve::Result<void>::failure(badArg("MotionSequence.appendInterval: seconds must be finite and >= 0"));
298 return eve::Result<MotionSequenceHandle>::success(MotionSequenceHandle(&runtime_, std::move(children)));
Stable, structured diagnostics shared by engine modules.
Lean LitMotion-style sequence: Append / Join / Insert / AppendInterval.
Structured operation status used by the common Result foundation.
std::vector< ecs::EntityHandle > schedule
The round's activation queue, resolved against the target battle.
Definition TacticsPersistence.cpp:170
A structured explanation of a failed, degraded, or noteworthy result.
Definition Diagnostic.h:94
static Diagnostic error(DiagnosticCode code, std::string message, std::string path={}, DiagnosticDetails details={}, std::string source={})
Construct an error diagnostic with the standard error severity.
Definition Diagnostic.h:125
static Result failure(Status status)
Construct a failed result from a structured status.
Definition Result.h:175
static Status success(StatusCode code=StatusCode::Ok)
Construct a successful status with an explicit non-error outcome.
Definition Status.h:81
Configure then bind/run a float motion into a MotionRuntime.
Definition MotionBuilder.h:26
Owns typed motion slots and applies SimulationStep updates.
Definition MotionRuntime.h:27
bool isActive(MotionHandle handle) const noexcept
Definition MotionRuntime.cpp:596
eve::Result< MotionHandle > spawnFloat(const FloatDesc &desc)
Definition MotionRuntime.cpp:518
eve::Result< MotionHandle > spawnVec2(const Vec2Desc &desc)
Definition MotionRuntime.cpp:544
eve::Result< void > complete(MotionHandle handle)
Definition MotionRuntime.cpp:619
eve::Result< MotionHandle > spawnVec3(const Vec3Desc &desc)
Definition MotionRuntime.cpp:570
eve::Result< void > cancel(MotionHandle handle)
Definition MotionRuntime.cpp:653
Playback handle for a sequence's child motions.
Definition MotionSequence.h:25
MotionSequenceHandle()=default
Motion sequence handle.
eve::Result< void > complete()
Complete every still-active child (fires onComplete).
Definition MotionSequence.cpp:43
eve::Result< void > cancel()
Cancel every still-active child (fires onCancel).
Definition MotionSequence.cpp:53
eve::Result< MotionSequenceHandle > run()
Spawn every scheduled item into the runtime.
Definition MotionSequence.cpp:263
eve::Result< void > insert(float atSeconds, MotionBuilder &&builder)
Inserts .
Definition MotionSequence.cpp:210
Definition Animation.cpp:58
@ InvalidArgument
@ PreconditionViolation
@ Applied
Definition Container.h:602
Generation-checked slot identity for a live motion.
Definition MotionTypes.h:20