The actions of the sequence. The client starts them in order of start time, then of priority, not in list order.
Sequence
Inheritance 1 descendant
- Sequencecurrent
Class Documentation
Edit documentationA timeline of actions: each action starts and ends at a time inside one of the phases of the sequence. While the sequence plays, the client runs the steps of every action at those times. One play of a sequence is a playback, and each playback has its own action instances, so one sequence can play several times at once.
Phases. The category of the sequence supplies the list
of phases. A phase either ends when its duration elapses or holds until the code that
plays the sequence moves it on (see SequencePhase).
PhaseOverrides changes the duration or the type of single phases for this sequence.
Objects. Actions do not name objects in the world. They name object selectors, and the code that starts the playback binds an object to each selector. The same sequence therefore plays on the objects that each starter supplies.
Playback.
- When the playback starts, the client copies the phases of the category, applies
PhaseOverridesand then the overrides of the starter, and creates one instance per action. - Every frame, the playback time advances by the frame time multiplied by the speed of the playback, in seconds. When the time in a timed phase reaches its duration, the next phase starts.
- The playback ends when it is in its last phase and no action is pending or running.
The code that plays a sequence can also move a playback to a phase by the phase name.
The move only goes forward. A name that the category does not have changes nothing.
Actions in the time that the move skips are marked as skipped and never run.
Starters. The client plays a sequence from these places:
| Starter | What it does |
|---|---|
Map entity states (EntityState.InSequence, EntityState.OutSequence) |
When a map entity changes state, the client stops the playback of the previous state, binds selectors to map objects that it looks up by name, and plays the sequence of the new state. |
| Champion spawn-in (SpawnInSequence) | Binds a camera object and the champion, and plays the sequence for the team of the champion. |
| Nexus finishers | Binds the game camera and the finisher unit, and plays each sequence of the finisher. |
| TFT interface screens | View controllers link sequences and play them. Some screens hold a playback in hold phases and move it on by phase name. |
Properties
PathHash
Hash = "0x0" Key under which the client registers the sequence when its bin loads.
Changes to single phases of the category, for this sequence only. The entry at
position i changes phase i; see
SequencePhaseOverride. The code that starts a
playback can apply its own overrides after these.
The category that supplies the phases. If it is not set, the sequence has one timed phase of 4 seconds.
Referenced by 14 classes · 22 properties
- 0x81169a8b 0x73548d8b
Link<Sequence>0x7b6954efLink<Sequence> - 0xf86c7aa6 0x2cc769ae
Link<Sequence>0x55d81750Link<Sequence> - EntityState InSequence
Link<Sequence>OutSequenceLink<Sequence> - SequenceTableEntry Sequence
Link<Sequence> - SpawnInSequence ChaosSequence
Link<Sequence>OrderSequenceLink<Sequence> - Tft3dAnnouncementViewController IntroSequence
Link<Sequence>PipSequenceLink<Sequence> - TftArmorySlotData 0xb5063433
Map<U8, Sequence> - TftCraftingCelebrationViewController CraftingSequence
Link<Sequence> - TftMarketSelectionViewController 0x71ce90d7
Map<U8, Sequence>0xd100188aMap<U8, Sequence> - TftTrovesCelebrationChestSegmentData MultiSequence
Link<Sequence>SingleSequenceLink<Sequence> - TftTrovesCelebrationCurrencySegmentData Sequence
Link<Sequence> - TftTrovesCelebrationHighlightSegmentData HighlightsSequence
Link<Sequence>NoHighlightsSequenceLink<Sequence> - TftTrovesCelebrationStandardSegmentData Sequence
Link<Sequence> - TftTrovesCelebrationViewControllerV2 0xdf4d96db
Link<Sequence>