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>
This commit is contained in:
Erik 2026-06-21 19:59:08 +02:00
parent 0468df21f5
commit c2fc7ce1ef
2 changed files with 169 additions and 1 deletions

View file

@ -121,7 +121,7 @@ public sealed class TeleportAnimSequencer
case TeleportAnimState.TunnelContinue:
_continueElapsed += dt;
bool minMet = _continueElapsed >= MinContinue;
bool minMet = worldReady && _continueElapsed >= MinContinue;
bool maxForce = _continueElapsed >= MaxContinue;
if (minMet || maxForce)
Advance(TeleportAnimState.TunnelFadeOut, enterTunnel: false);