feat(core/slice-1): TeleportAnimSequencer — full 7-state Tick() with timed transitions and edge events
TunnelContinue exit gate: minMet requires worldReady (min-continue hold); maxForce fires unconditionally at MaxContinue (safety-net fallback when world never loads). This matches spec §3.4. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -121,7 +121,7 @@ public sealed class TeleportAnimSequencer
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case TeleportAnimState.TunnelContinue:
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_continueElapsed += dt;
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bool minMet = _continueElapsed >= MinContinue;
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bool minMet = worldReady && _continueElapsed >= MinContinue;
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bool maxForce = _continueElapsed >= MaxContinue;
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if (minMet || maxForce)
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Advance(TeleportAnimState.TunnelFadeOut, enterTunnel: false);
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