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eve::action 命名空间参考

命名空间

namespace  game_event_adapter
 
namespace  input
 

类

struct  AbilityActivation
 Owning link between an ability activation and its action execution. 更多...
 
class  AbilityControllerRuntime
 Shared controller that routes player or AI intents into AbilityRuntime. 更多...
 
struct  AbilityDefinition
 Canonical immutable-by-convention definition of a grantable ability. 更多...
 
struct  AbilityGrantState
 Owning snapshot of one granted ability's mutable state. 更多...
 
struct  AbilityIntent
 Owning request to activate one granted ability. 更多...
 
class  AbilityRuntime
 Owner-thread coordinator for grant and activation state. 更多...
 
struct  AbilityTrigger
 One gameplay-event trigger declared by an ability definition. 更多...
 
class  Action
 Factory module for script-owned action/ability protocol runtimes. 更多...
 
struct  ActionActiveBlock
 Owning per-step sample of one currently active timeline state. 更多...
 
struct  ActionAdvance
 Result payload for one deterministic advance call. 更多...
 
struct  ActionAnimationSection
 Objective animation segment placed on the montage presentation lane. 更多...
 
struct  ActionAttackVfxBinding
 Owning validated AttackVfx settings shared by runtime and editor preview. 更多...
 
struct  ActionAttackVfxCue
 One cue scheduled relative to AttackVfx play(). 更多...
 
struct  ActionAudioBinding
 Owning validated settings shared by Audio runtime and editor preview. 更多...
 
struct  ActionAudioWaveform
 Owning waveform projection returned by an optional audio provider. 更多...
 
struct  ActionAudioWaveformBucket
 One normalized min/max envelope bucket in timeline display order. 更多...
 
struct  ActionAudioWaveformRequest
 Owning request for a bounded audio-block waveform projection. 更多...
 
class  ActionBlockRuntime
 Owner-thread lifecycle router for timeline notifies and active blocks. 更多...
 
struct  ActionCameraCueBinding
 Owning validated camera impulse shared by action runtime and camera targets. 更多...
 
struct  ActionDamageBinding
 Owning validated damage request authored on an action timeline. 更多...
 
struct  ActionDamageImpulse
 Renderer- and combat-implementation-neutral knockback impulse. 更多...
 
struct  ActionDefinition
 Immutable-by-convention definition of one action kind. 更多...
 
class  ActionExecution
 Read-only view of one execution owned by ActionRuntime. 更多...
 
struct  ActionExecutionIdTag
 Opaque runtime identity for one ActionExecution. 更多...
 
struct  ActionGameplayEventBinding
 Owning validated event request authored on an action timeline. 更多...
 
struct  ActionMontageSettings
 Montage-wide presentation settings persisted with the action timeline. 更多...
 
struct  ActionNotify
 Instantaneous typed event placed on an action track. 更多...
 
struct  ActionNotifyContext
 Context linking a routed event to its action execution. 更多...
 
struct  ActionNotifyDescriptor
 Owning editor/runtime contract for one notify type. 更多...
 
class  ActionNotifyRegistry
 Canonical notify descriptor owner and runtime handler router. 更多...
 
struct  ActionNotifyState
 Typed interval with explicit enter/exit boundaries. 更多...
 
struct  ActionParameterCurveBinding
 Validated owning continuous parameter binding. 更多...
 
struct  ActionParameterKey
 One normalized, owning parameter-curve key. 更多...
 
struct  ActionParameterSample
 Owning continuous parameter sample emitted by ActionBlockRuntime. 更多...
 
struct  ActionPrefabSpawnBinding
 Fully validated, owning settings for one prefab-spawn state block. 更多...
 
struct  ActionPreviewCue
 Owning presentation cue derived from a canonical timeline event. 更多...
 
struct  ActionPreviewFrame
 Complete frame atomically prepared and then presented by a preview host. 更多...
 
struct  ActionPreviewPoint3
 One owning 3D point in an animation root-motion trajectory. 更多...
 
struct  ActionRequest
 One caller-owned request to instantiate an action execution. 更多...
 
class  ActionRuntime
 Deterministic action lifecycle coordinator. 更多...
 
struct  ActionServices
 Borrowed composition ports used by one ActionRuntime owner. 更多...
 
struct  ActionSpatialBinding
 Validated spatial settings decoded from a notify payload. 更多...
 
struct  ActionSpatialVector3
 Owning three-component value used at the action/presentation boundary. 更多...
 
struct  ActionStateWindowBinding
 Owning validated state-window request authored on an action timeline. 更多...
 
struct  ActionTimeline
 Canonical action timeline asset shared by runtime and editor. 更多...
 
struct  ActionTimelineEvent
 Owning event projection returned by the runtime sampler. 更多...
 
struct  ActionTiming
 Deterministic simulation durations for the three timed action phases. 更多...
 
struct  ActionTrack
 Ordered semantic lane in one action timeline. 更多...
 
struct  ActionTransition
 One phase change observed while advancing an action. 更多...
 
struct  ActionVfxBinding
 Owning validated VFX settings shared by runtime and editor preview. 更多...
 
class  IAbilityIntentSource
 Pull boundary shared by player input queues and AI decision adapters. 更多...
 
class  IActionAudioWaveformProvider
 Optional synchronous audio waveform service consumed by the action editor. 更多...
 
class  IActionCameraCueSink
 Optional open target for instantaneous action camera cues. 更多...
 
class  IActionConditionEvaluator
 Read-only condition composition port. 更多...
 
class  IActionDamageSink
 Optional target-domain adapter for timeline damage. 更多...
 
class  IActionEffectExecutor
 Active-phase effect/operation preparation port. 更多...
 
class  IActionEffectOperation
 Move-only staged Active operation. 更多...
 
class  IActionGameplayEventSink
 Optional target-domain adapter for instantaneous timeline gameplay events. 更多...
 
class  IActionNotifyHandler
 Consumer-owned handler for one registered notify type. 更多...
 
class  IActionNotifyProvider
 Optional module provider that installs handlers into a new registry. 更多...
 
class  IActionParameterSink
 Optional open target for continuous action parameters. 更多...
 
class  IActionPrefabInstances
 Optional owner-thread service for prefab instances detached from an action block. 更多...
 
class  IActionPreviewSink
 Host boundary for 3D animation, VFX, audio and camera preview. 更多...
 
class  IActionPreviewSinkProvider
 Optional owner-thread provider of one independently owned action preview layer. 更多...
 
class  IActionResourceProvider
 Resource-account lookup port for canonical CostSpec operations. 更多...
 
class  IActionRootMotionSource
 Optional animation provider that samples an owning root-motion polyline. 更多...
 
class  IActionStateWindowSink
 Optional target-domain adapter for paired action state windows. 更多...
 
class  IActionTargetResolver
 Targeting composition port. 更多...
 
class  IActionVfxDurationProvider
 Optional synchronous provider of authored VFX resource duration. 更多...
 
class  PlayerAbilityIntentQueue
 Owner-thread FIFO adapter for player input and command bindings. 更多...
 
struct  PrefabInstanceHandleTag
 Owner tag preventing prefab instance handles from mixing with other registries. 更多...
 
struct  PrefabInstanceInfo
 Owning inspection record for one externally managed prefab instance. 更多...
 
class  SensingTargetingAdapter
 Reusable adapter from the sensing TargetingResolver to ActionRuntime. 更多...
 

类型定义

using AbilityGrantId = eve::detail::StrongUint64< AbilityGrantIdTag >
 Opaque identity of one owner-to-definition grant.
 
using AbilityActivationId = eve::detail::StrongUint64< AbilityActivationIdTag >
 Opaque identity of one activation attempt accepted by ActionRuntime.
 
using AbilityInstanceId = eve::detail::StrongUint64< AbilityInstanceIdTag >
 Opaque mutable-instance identity; zero explicitly means NonInstanced.
 
using ActionExecutionId = eve::detail::StrongUint64< ActionExecutionIdTag >
 
using PrefabInstanceHandle = RuntimeHandle< PrefabInstanceHandleTag >
 Process-local, generation-qualified identity of one spawned prefab instance.
 

枚举

enum class  AbilityInstancingPolicy : std::uint8_t { NonInstanced , PerOwner , PerExecution }
 Controls where mutable ability instance state is allocated. 更多...
 
enum class  AbilityActivationGroup : std::uint8_t { Independent , ExclusiveReplaceable , ExclusiveBlocking }
 Concurrency policy modeled after independent and exclusive ability groups. 更多...
 
enum class  ActionPhase : std::uint8_t {
  Requested , Validating , Windup , Active ,
  Recover , Completed , Cancelled , Failed
}
 Lifecycle phase shared by every gameplay action adapter. 更多...
 
enum class  TargetingMode : std::uint8_t { None , Explicit , Query }
 Selects how an action obtains its target set. 更多...
 
enum class  ActionAttackVfxShape : std::uint8_t { Instant , State }
 Authored AttackVfx block shape used to select lifetime validation. 更多...
 
enum class  ActionAudioShape : std::uint8_t { Instant , State }
 Authored audio block shape used to validate looping semantics. 更多...
 
enum class  ActionNotifyShape : std::uint8_t { Instant , State }
 Declares whether a notify is instantaneous or an enter/exit state. 更多...
 
enum class  ActionParameterInterpolation : std::uint8_t { Step , Linear , Cubic }
 Interpolation used from one parameter key to the following key. 更多...
 
enum class  ActionParameterOperation : std::uint8_t { Replace , Add , Multiply }
 Composition operation applied by a target-specific parameter sink. 更多...
 
enum class  ActionParameterPhase : std::uint8_t { Begin , Update , End }
 Parameter lifecycle projected to a target-specific optional sink. 更多...
 
enum class  PrefabSpawnLifecycle : std::uint8_t { RecycleOnBlockExit , CustomDuration , Independent }
 Authority responsible for ending a spawned prefab instance. 更多...
 
enum class  ActionPreviewReason : std::uint8_t { Refresh , Seek , Advance }
 Reason a preview frame is being presented. 更多...
 
enum class  ActionPreviewCueKind : std::uint8_t {
  Gameplay , Vfx , Audio , Camera ,
  StateEnter , StateExit
}
 Semantic presentation channel selected for one timeline boundary. 更多...
 
enum class  RootMotionPreviewState : std::uint8_t { Unavailable , Available }
 Explicit availability of root-motion preview data. 更多...
 
enum class  ActionSpatialAttachmentMode : std::uint8_t { FollowTarget , FollowPositionOnly , WorldTransformAtStart }
 How a spawned presentation object follows its resolved anchor. 更多...
 
enum class  ActionSpatialTarget : std::uint8_t { Source , Target }
 Which handle in ActionNotifyContext supplies the spatial anchor. 更多...
 
enum class  ActionStateWindowKind : std::uint8_t {
  Hitbox , Invulnerability , Combo , CollisionIgnore ,
  Cancel , Guard
}
 Stable semantic kind for one built-in state window. 更多...
 
enum class  ActionBlendCurve : std::uint8_t { Linear , EaseInOut }
 Built-in deterministic cross-fade curve evaluated without asset callbacks. 更多...
 
enum class  ActionTrackKind : std::uint8_t {
  Animation , Gameplay , Effect , Audio ,
  Camera , Movement , Tag , Custom
}
 Semantic lane kind; hosts choose presentation without changing data. 更多...
 
enum class  ActionTimelineEventKind : std::uint8_t { Notify , StateEnter , StateExit }
 Boundary emitted by deterministic timeline sampling. 更多...
 
enum class  ActionVfxShape : std::uint8_t { Instant , State }
 Authored VFX block shape used to select lifetime validation. 更多...
 
enum class  ActionVfxStopBehavior : std::uint8_t { StopEmitting , ClearImmediately }
 Behavior applied when a VFX block leaves its active interval. 更多...
 

函数

Result< Value > encodeAbilityAsset (const AbilityDefinition &definition)
 Encode one validated ability definition as canonical schema version 2 data.
 
Result< AbilityDefinition > decodeAbilityAsset (const Value &value)
 Decode schema version 2 or migrate version 1 millisecond data to the current definition.
 
const char * actionPhaseName (ActionPhase phase) noexcept
 Return the stable lowercase spelling of an action phase.
 
 Module_IMPL (Action, new Action())
 
std::string_view actionParameterInterpolationName (ActionParameterInterpolation value) noexcept
 Stable persisted interpolation spelling.
 
std::optional< ActionParameterInterpolation > actionParameterInterpolationFromName (std::string_view value) noexcept
 Parse a stable persisted interpolation spelling.
 
std::string_view actionParameterOperationName (ActionParameterOperation value) noexcept
 Stable persisted operation spelling.
 
std::string_view prefabSpawnLifecycleName (PrefabSpawnLifecycle lifecycle) noexcept
 Return the stable serialized spelling for a prefab lifecycle.
 
std::string_view actionSpatialAttachmentModeName (ActionSpatialAttachmentMode mode) noexcept
 Return the stable payload spelling for an attachment mode.
 
std::string_view actionBlendCurveName (ActionBlendCurve curve) noexcept
 Stable persisted name for a montage cross-fade curve.
 
std::optional< ActionBlendCurve > actionBlendCurveFromName (std::string_view name) noexcept
 Parse a persisted montage cross-fade curve name.
 
std::string_view actionTrackKindName (ActionTrackKind kind) noexcept
 Stable lowercase protocol spelling for a track kind.
 
Result< ActionTrackKind > parseActionTrackKind (std::string_view text)
 Parse a stable track kind spelling.
 

变量

constexpr std::string_view kAbilityAssetSchemaId = "eve.action.ability"
 
constexpr std::uint64_t kAbilityAssetSchemaVersion = 2
 
constexpr std::string_view kActionTimelineSchemaId = "eve.action.timeline"
 Canonical schema identifier for persisted action timelines.
 
constexpr std::uint64_t kActionTimelineSchemaVersion = 4
 Current action timeline schema version.
 

类型定义说明

◆ AbilityActivationId

using eve::action::AbilityActivationId = typedef eve::detail::StrongUint64<AbilityActivationIdTag>

Opaque identity of one activation attempt accepted by ActionRuntime.

在文件 AbilitySystem.h 第 49 行定义.

◆ AbilityGrantId

using eve::action::AbilityGrantId = typedef eve::detail::StrongUint64<AbilityGrantIdTag>

Opaque identity of one owner-to-definition grant.

在文件 AbilitySystem.h 第 47 行定义.

◆ AbilityInstanceId

using eve::action::AbilityInstanceId = typedef eve::detail::StrongUint64<AbilityInstanceIdTag>

Opaque mutable-instance identity; zero explicitly means NonInstanced.

在文件 AbilitySystem.h 第 51 行定义.

◆ ActionExecutionId

◆ PrefabInstanceHandle

Process-local, generation-qualified identity of one spawned prefab instance.

在文件 ActionPrefabInstances.h 第 17 行定义.

枚举类型说明

◆ AbilityActivationGroup

enum class eve::action::AbilityActivationGroup : std::uint8_t
strong

Concurrency policy modeled after independent and exclusive ability groups.

枚举值
Independent 
ExclusiveReplaceable 
ExclusiveBlocking 

在文件 AbilitySystem.h 第 22 行定义.

◆ AbilityInstancingPolicy

enum class eve::action::AbilityInstancingPolicy : std::uint8_t
strong

Controls where mutable ability instance state is allocated.

枚举值
NonInstanced 
PerOwner 
PerExecution 

在文件 AbilitySystem.h 第 19 行定义.

◆ ActionAttackVfxShape

enum class eve::action::ActionAttackVfxShape : std::uint8_t
strong

Authored AttackVfx block shape used to select lifetime validation.

枚举值
Instant 
State 

在文件 ActionAttackVfxBlock.h 第 19 行定义.

◆ ActionAudioShape

enum class eve::action::ActionAudioShape : std::uint8_t
strong

Authored audio block shape used to validate looping semantics.

枚举值
Instant 
State 

在文件 ActionAudioBlock.h 第 16 行定义.

◆ ActionBlendCurve

enum class eve::action::ActionBlendCurve : std::uint8_t
strong

Built-in deterministic cross-fade curve evaluated without asset callbacks.

枚举值
Linear 
EaseInOut 

在文件 ActionTimeline.h 第 30 行定义.

◆ ActionNotifyShape

enum class eve::action::ActionNotifyShape : std::uint8_t
strong

Declares whether a notify is instantaneous or an enter/exit state.

枚举值
Instant 
State 

在文件 ActionNotifyRegistry.h 第 22 行定义.

◆ ActionParameterInterpolation

enum class eve::action::ActionParameterInterpolation : std::uint8_t
strong

Interpolation used from one parameter key to the following key.

枚举值
Step 
Linear 
Cubic 

在文件 ActionParameterCurve.h 第 18 行定义.

◆ ActionParameterOperation

enum class eve::action::ActionParameterOperation : std::uint8_t
strong

Composition operation applied by a target-specific parameter sink.

枚举值
Replace 
Add 
Multiply 

在文件 ActionParameterCurve.h 第 21 行定义.

◆ ActionParameterPhase

enum class eve::action::ActionParameterPhase : std::uint8_t
strong

Parameter lifecycle projected to a target-specific optional sink.

枚举值
Begin 
Update 
End 

在文件 ActionParameterCurve.h 第 71 行定义.

◆ ActionPhase

enum class eve::action::ActionPhase : std::uint8_t
strong

Lifecycle phase shared by every gameplay action adapter.

枚举值
Requested 
Validating 
Windup 
Active 
Recover 
Completed 
Cancelled 
Failed 

在文件 Action.h 第 40 行定义.

◆ ActionPreviewCueKind

enum class eve::action::ActionPreviewCueKind : std::uint8_t
strong

Semantic presentation channel selected for one timeline boundary.

枚举值
Gameplay 
Vfx 
Audio 
Camera 
StateEnter 
StateExit 

在文件 ActionPreview.h 第 19 行定义.

◆ ActionPreviewReason

enum class eve::action::ActionPreviewReason : std::uint8_t
strong

Reason a preview frame is being presented.

枚举值
Refresh 
Seek 
Advance 

在文件 ActionPreview.h 第 16 行定义.

◆ ActionSpatialAttachmentMode

enum class eve::action::ActionSpatialAttachmentMode : std::uint8_t
strong

How a spawned presentation object follows its resolved anchor.

枚举值
FollowTarget 

Re-evaluate position and rotation from the anchor every update.

FollowPositionOnly 

Re-evaluate position only and retain the spawn rotation.

WorldTransformAtStart 

Capture the complete world transform once on Enter.

在文件 ActionSpatialBlock.h 第 18 行定义.

◆ ActionSpatialTarget

enum class eve::action::ActionSpatialTarget : std::uint8_t
strong

Which handle in ActionNotifyContext supplies the spatial anchor.

枚举值
Source 
Target 

在文件 ActionSpatialBlock.h 第 28 行定义.

◆ ActionStateWindowKind

enum class eve::action::ActionStateWindowKind : std::uint8_t
strong

Stable semantic kind for one built-in state window.

枚举值
Hitbox 
Invulnerability 
Combo 
CollisionIgnore 
Cancel 
Guard 

在文件 ActionStateWindowBlock.h 第 16 行定义.

◆ ActionTimelineEventKind

enum class eve::action::ActionTimelineEventKind : std::uint8_t
strong

Boundary emitted by deterministic timeline sampling.

枚举值
Notify 
StateEnter 
StateExit 

在文件 ActionTimeline.h 第 138 行定义.

◆ ActionTrackKind

enum class eve::action::ActionTrackKind : std::uint8_t
strong

Semantic lane kind; hosts choose presentation without changing data.

枚举值
Animation 
Gameplay 
Effect 
Audio 
Camera 
Movement 
Tag 
Custom 

在文件 ActionTimeline.h 第 82 行定义.

◆ ActionVfxShape

enum class eve::action::ActionVfxShape : std::uint8_t
strong

Authored VFX block shape used to select lifetime validation.

枚举值
Instant 
State 

在文件 ActionVfxBlock.h 第 15 行定义.

◆ ActionVfxStopBehavior

enum class eve::action::ActionVfxStopBehavior : std::uint8_t
strong

Behavior applied when a VFX block leaves its active interval.

枚举值
StopEmitting 
ClearImmediately 

在文件 ActionVfxBlock.h 第 18 行定义.

◆ PrefabSpawnLifecycle

enum class eve::action::PrefabSpawnLifecycle : std::uint8_t
strong

Authority responsible for ending a spawned prefab instance.

枚举值
RecycleOnBlockExit 

The action block recycles the instance on Exit or interruption.

CustomDuration 

The action block recycles the instance after customDuration.

Independent 

Ownership is transferred to the prefab instance service after spawning.

在文件 ActionPrefabBlock.h 第 17 行定义.

◆ RootMotionPreviewState

enum class eve::action::RootMotionPreviewState : std::uint8_t
strong

Explicit availability of root-motion preview data.

枚举值
Unavailable 
Available 

在文件 ActionPreview.h 第 22 行定义.

◆ TargetingMode

enum class eve::action::TargetingMode : std::uint8_t
strong

Selects how an action obtains its target set.

枚举值
None 

The action has no target selection.

Explicit 

The request already owns the selected ECS target handles.

Query 

The request supplies a sensing query resolved during validation.

在文件 Action.h 第 59 行定义.

函数说明

◆ actionBlendCurveFromName()

EVENGINE_API_PLATFORM std::optional< ActionBlendCurve > eve::action::actionBlendCurveFromName ( std::string_view  name)
noexcept

Parse a persisted montage cross-fade curve name.

在文件 ActionTimeline.cpp 第 190 行定义.

引用了 EaseInOut, Linear , 以及 name.

被这些函数引用 eve::editor::exposeActionTimelineScriptBindings() , 以及 eve::editor::ActionTimelineWidget::inspectSelection().

◆ actionBlendCurveName()

EVENGINE_API_PLATFORM std::string_view eve::action::actionBlendCurveName ( ActionBlendCurve  curve)
noexcept

Stable persisted name for a montage cross-fade curve.

在文件 ActionTimeline.cpp 第 182 行定义.

引用了 curve, EaseInOut , 以及 Linear.

被这些函数引用 eve::editor::exposeActionTimelineScriptBindings() , 以及 eve::editor::ActionTimelineWidget::inspectSelection().

◆ actionParameterInterpolationFromName()

EVENGINE_API_PLATFORM std::optional< ActionParameterInterpolation > eve::action::actionParameterInterpolationFromName ( std::string_view  value)
noexcept

Parse a stable persisted interpolation spelling.

在文件 ActionParameterCurve.cpp 第 51 行定义.

引用了 value.

被这些函数引用 eve::editor::exposeActionTimelineScriptBindings().

◆ actionParameterInterpolationName()

EVENGINE_API_PLATFORM std::string_view eve::action::actionParameterInterpolationName ( ActionParameterInterpolation  value)
noexcept

Stable persisted interpolation spelling.

在文件 ActionParameterCurve.cpp 第 42 行定义.

引用了 Cubic, Linear, Step , 以及 value.

被这些函数引用 eve::editor::exposeActionTimelineScriptBindings() , 以及 eve::editor::ActionTimelineWidget::inspectSelection().

◆ actionParameterOperationName()

EVENGINE_API_PLATFORM std::string_view eve::action::actionParameterOperationName ( ActionParameterOperation  value)
noexcept

Stable persisted operation spelling.

在文件 ActionParameterCurve.cpp 第 56 行定义.

引用了 Add, Multiply, Replace , 以及 value.

被这些函数引用 eve::editor::ActionTimelineWidget::inspectSelection() , 以及 eve::action::ActionParameterCurveBinding::toPayload().

◆ actionPhaseName()

EVENGINE_API_PLATFORM const char * eve::action::actionPhaseName ( ActionPhase  phase)
noexcept

Return the stable lowercase spelling of an action phase.

返回
Borrowed static storage valid for the lifetime of the process. @borrowed The returned pointer must not be freed or retained as mutable data.

在文件 Action.cpp 第 42 行定义.

引用了 Active, Cancelled, Completed, Failed, phase, Recover, Requested, Validating , 以及 Windup.

◆ actionSpatialAttachmentModeName()

std::string_view eve::action::actionSpatialAttachmentModeName ( ActionSpatialAttachmentMode  mode)
noexcept

Return the stable payload spelling for an attachment mode.

在文件 ActionSpatialBlock.cpp 第 55 行定义.

引用了 FollowPositionOnly, FollowTarget , 以及 WorldTransformAtStart.

◆ actionTrackKindName()

EVENGINE_API_PLATFORM std::string_view eve::action::actionTrackKindName ( ActionTrackKind  kind)
noexcept

Stable lowercase protocol spelling for a track kind.

在文件 ActionTimeline.cpp 第 196 行定义.

引用了 Animation, Audio, Camera, Custom, Effect, Gameplay, kind, Movement , 以及 Tag.

被这些函数引用 eve::editor::exposeActionTimelineScriptBindings(), parseActionTrackKind() , 以及 eve::action::ActionTimeline::toValue().

◆ decodeAbilityAsset()

◆ encodeAbilityAsset()

EVENGINE_API_PLATFORM Result< Value > eve::action::encodeAbilityAsset ( const AbilityDefinition &  definition)

Encode one validated ability definition as canonical schema version 2 data.

参数
definitionOwning definition borrowed only for this synchronous call.
返回
Independently owning Value, or a structured validation/encoding failure.
备注
Owner-thread-only and reentrant; no callbacks, registries, files, or clocks are used.

在文件 AbilityAsset.cpp 第 450 行定义.

引用了 eve::Result< T >::failure() , 以及 valid.

◆ Module_IMPL()

eve::action::Module_IMPL ( Action  ,
new   Action() 
)

◆ parseActionTrackKind()

EVENGINE_API_PLATFORM Result< ActionTrackKind > eve::action::parseActionTrackKind ( std::string_view  text)

◆ prefabSpawnLifecycleName()

std::string_view eve::action::prefabSpawnLifecycleName ( PrefabSpawnLifecycle  lifecycle)
noexcept

Return the stable serialized spelling for a prefab lifecycle.

在文件 ActionPrefabBlock.cpp 第 39 行定义.

引用了 CustomDuration, Independent , 以及 RecycleOnBlockExit.

变量说明

◆ kAbilityAssetSchemaId

constexpr std::string_view eve::action::kAbilityAssetSchemaId = "eve.action.ability"
inlineconstexpr

在文件 AbilityAsset.h 第 12 行定义.

被这些函数引用 decodeAbilityAsset().

◆ kAbilityAssetSchemaVersion

constexpr std::uint64_t eve::action::kAbilityAssetSchemaVersion = 2
inlineconstexpr

在文件 AbilityAsset.h 第 13 行定义.

被这些函数引用 decodeAbilityAsset().

◆ kActionTimelineSchemaId

constexpr std::string_view eve::action::kActionTimelineSchemaId = "eve.action.timeline"
inlineconstexpr

Canonical schema identifier for persisted action timelines.

在文件 ActionTimeline.h 第 25 行定义.

被这些函数引用 eve::action::ActionTimeline::fromValue() , 以及 eve::action::ActionTimeline::toValue().

◆ kActionTimelineSchemaVersion

constexpr std::uint64_t eve::action::kActionTimelineSchemaVersion = 4
inlineconstexpr

Current action timeline schema version.

在文件 ActionTimeline.h 第 27 行定义.

被这些函数引用 eve::action::ActionTimeline::fromValue() , 以及 eve::action::ActionTimeline::validate().