AvatarMotions

只采样实际渲染的在线目标;同一 UUID 共用 100ms 快照,不创建任务或进行离线/网络查询。 Samples rendered online targets on demand. Async callers receive idle without reading player state or scheduling work. STILL/WAVE are reserved for explicit poses; animation phase belongs to the client's GameTime shader.

Functions

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fun clear()
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fun onJump(event: OptionalEvent)
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fun onQuit(event: PlayerQuitEvent)
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fun onTeleport(event: PlayerTeleportEvent)
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fun onWorldChange(event: PlayerChangedWorldEvent)
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fun sample(identity: Any?): AvatarMotionState