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TimelineAPI

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Defined in: timeline/TimelineControl.ts:34

Per-App timeline playback control. Holds this App’s per-entity playback state and is published as the Timeline resource; game code drives playback via app.getResource(Timeline).

The timeline runtime is pure TS now — there is no C++ handle or wasm module here. TimelinePlugin advances each entity’s TimelineState every frame; these methods flip/seek that state and write the play flags through to the entity’s TimelinePlayer component.

new TimelineAPI(flags_?): TimelineAPI

Defined in: timeline/TimelineControl.ts:39

PlayerFlagChannel | null

TimelineAPI

getAsset(name): TimelineAsset | undefined

Defined in: timeline/TimelineControl.ts:62

What name plays: a code registration first, then this realm’s asset.

string

TimelineAsset | undefined


getCurrentTime(entity): number

Defined in: timeline/TimelineControl.ts:125

number

number


getState(entity): TimelineState | undefined

Defined in: timeline/TimelineControl.ts:76

number

TimelineState | undefined


isPlaying(entity): boolean

Defined in: timeline/TimelineControl.ts:121

number

boolean


pause(entity): void

Defined in: timeline/TimelineControl.ts:96

number

void


play(entity): void

Defined in: timeline/TimelineControl.ts:90

number

void


registerAsset(name, asset): void

Defined in: timeline/TimelineControl.ts:48

Register a timeline built in code under name, so a TimelinePlayer whose timeline is that name plays it like an authored one.

Per app, like every other code registration: a name registered here is this app’s, and it wins over an asset of the same name.

string

TimelineAsset

void


setTime(entity, time): void

Defined in: timeline/TimelineControl.ts:113

number

number

void


stop(entity): void

Defined in: timeline/TimelineControl.ts:102

number

void


unregisterAsset(name): void

Defined in: timeline/TimelineControl.ts:52

string

void