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Sequence

Inheritance 1 descendant

Class Documentation

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A 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.

  1. When the playback starts, the client copies the phases of the category, applies PhaseOverrides and then the overrides of the starter, and creates one instance per action.
  2. 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.
  3. 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

Actions

List2<ISequenceAction> = []
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The actions of the sequence. The client starts them in order of start time, then of priority, not in list order.

PathHash

Hash = "0x0"
15.21
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Key under which the client registers the sequence when its bin loads.

Referenced by 14 classes · 22 properties