Why use it
It provides direct, allocation-conscious access to the gameplay api module. No exception-based error path is implied by the signature.
EPOK RUNTIME
Method · 1 overload
Performs `effect state` as part of the gameplay api module.
static GameplayPlaybackSnapshot effect_state(effects::Handle handle)Performs `effect state` as part of the gameplay api module.
| Parameter | Type | Meaning |
|---|---|---|
handle | effects::Handle | Value supplied for handle. Keep referenced or pointed-to data valid for the complete call. |
Returns: GameplayPlaybackSnapshot. Check the value before continuing when it represents success, availability or a resource handle.
#include "gameplay_api.hpp"
// Assume these named values have been initialized with valid data:
// effects::Handle handle
auto result = epok::PlaybackLibrary::effect_state(handle);It provides direct, allocation-conscious access to the gameplay api module. No exception-based error path is implied by the signature.
Call it only in the lifecycle phase described by the module. Validate indices, capacities and object state before use.
Declared in runtime/gameplay_api.hpp:320
burst_effectPerforms `burst effect` as part of the gameplay api module.Methodeffect_sequencePerforms `effect sequence` as part of the gameplay api module.Methodpause_effectPauses effect as part of the gameplay api module.Methodpause_sequencePauses sequence as part of the gameplay api module.Methodplay_effectStarts effect as part of the gameplay api module.Methodplay_sequenceStarts sequence as part of the gameplay api module.Methodresume_effectResumes effect as part of the gameplay api module.Methodresume_sequenceResumes sequence as part of the gameplay api module.Methodsequence_statePerforms `sequence state` as part of the gameplay api module.Methodstop_effectStops effect as part of the gameplay api module.Methodstop_sequenceStops sequence as part of the gameplay api module.Method