@modoki/engine / index / OnSequence
Variable: OnSequence
constOnSequence:Trait<{onEnd:string;onStart:string; }>
Declarative Director sequence reaction — the no-code path on top of the TimelineEvents manager. Put this on the SAME entity as a Director: when its timeline sequence STARTS or ENDS, the timeline system dispatches the named UIAction, passing the Director entity as ctx.target and { self } in ctx.params.
The dispatch is pipeline-safe (dispatchGameAction — never throws on a missing handler, inert unless the sim is running), so an unwired action name is a warning, not a frame- aborting crash. Leave a field empty to react to only the other phase.
Per-marker reactions are authored on the timeline's SIGNAL tracks (each marker names its own action); OnSequence covers only the whole-sequence start/end. For richer reactions subscribe to the timelineEvents manager directly in code.