true while an event is playing or others are waiting behind it
drops every queued and in-progress event without playing it
adds events to the end of the queue, starting them immediately if nothing is playing
advances the current event's timer; starts the next one once it elapses
Plays simulation events one at a time, at whatever pace their presentation actually takes, entirely separate from the commit that already happened:
simulation.SimulationRuntime. dispatch(orrunScenario) returns its events synchronously and completely, and this is what a scene hands them to afterwards.mwgnever sees what an event means -playis the game's own mapping from event to animation/sound/UI, this only sequences the calls.The same shape as
two-d.ui.Toast's queued, timed presentation, generalised to any event type and freed ofToast's own Pixi container, since queuing which event plays next needs no renderer at all.Example