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
| using eve::action::ActionExecutionId = typedef eve::detail::StrongUint64<ActionExecutionIdTag> |
◆ PrefabInstanceHandle
| using eve::action::PrefabInstanceHandle = typedef RuntimeHandle<PrefabInstanceHandleTag> |
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
strong |
◆ ActionPreviewCueKind
|
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
|
strong |
◆ ActionSpatialAttachmentMode
|
strong |
How a spawned presentation object follows its resolved anchor.
在文件 ActionSpatialBlock.h 第 18 行定义.
◆ ActionSpatialTarget
|
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
|
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
|
strong |
Boundary emitted by deterministic timeline sampling.
| 枚举值 | |
|---|---|
| Notify | |
| StateEnter | |
| StateExit | |
在文件 ActionTimeline.h 第 138 行定义.
◆ ActionTrackKind
|
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
|
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
|
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
|
strong |
Authority responsible for ending a spawned prefab instance.
在文件 ActionPrefabBlock.h 第 17 行定义.
◆ RootMotionPreviewState
|
strong |
Explicit availability of root-motion preview data.
| 枚举值 | |
|---|---|
| Unavailable | |
| Available | |
在文件 ActionPreview.h 第 22 行定义.
◆ TargetingMode
|
strong |
函数说明
◆ actionBlendCurveFromName()
|
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()
|
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()
|
noexcept |
◆ actionParameterInterpolationName()
|
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()
|
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()
|
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()
|
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()
|
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()
| EVENGINE_API_PLATFORM Result< AbilityDefinition > eve::action::decodeAbilityAsset | ( | const Value & | value | ) |
Decode schema version 2 or migrate version 1 millisecond data to the current definition.
- 参数
-
value Untrusted owning value tree borrowed only for this synchronous call.
- 返回
- Fully validated owning definition, or a structured parse, migration, or validation failure.
- 备注
- Unknown top-level fields and unknown/future versions are rejected. Failure publishes no runtime state.
在文件 AbilityAsset.cpp 第 493 行定义.
引用了 eve::action::AbilityDefinition::action, eve::action::AbilityDefinition::activationGroup, active, eve::action::ActionDefinition::activeExecutionRequired, at, boolean, eve::action::ActionDefinition::condition, condition, eve::action::AbilityDefinition::cooldown, eve::action::ActionDefinition::cost, cost, decodeAbilityAsset(), eve::action::ActionDefinition::effectIds, group, id, eve::action::AbilityDefinition::id, eve::action::ActionDefinition::id, index, eve::action::AbilityDefinition::instancing, instancing, kAbilityAssetSchemaId, kAbilityAssetSchemaVersion, eve::action::ActionDefinition::metadata, size, tag, eve::action::ActionDefinition::targetingMode, eve::action::ActionDefinition::targetingSpec, text, eve::action::ActionDefinition::timeline, eve::action::ActionDefinition::timing, eve::action::AbilityDefinition::triggers, valid, eve::action::AbilityDefinition::validate() , 以及 value.
被这些函数引用 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
-
definition Owning 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 | ) |
Parse a stable track kind spelling.
在文件 ActionTimeline.cpp 第 210 行定义.
引用了 actionTrackKindName(), Animation, Audio, Camera, Custom, Effect, eve::Diagnostic::error(), eve::Result< T >::failure(), Gameplay, eve::InvalidArgument, kind, Movement, Tag , 以及 text.
被这些函数引用 eve::editor::exposeActionTimelineScriptBindings() , 以及 eve::action::ActionTimeline::fromValue().
◆ prefabSpawnLifecycleName()
|
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
|
inlineconstexpr |
在文件 AbilityAsset.h 第 12 行定义.
被这些函数引用 decodeAbilityAsset().
◆ kAbilityAssetSchemaVersion
|
inlineconstexpr |
在文件 AbilityAsset.h 第 13 行定义.
被这些函数引用 decodeAbilityAsset().
◆ kActionTimelineSchemaId
|
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
|
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().