cutscene-handoff
Cutscene Handoff
This skill owns control/state transfer into and out of cinematics. It does not own tutorial goals, attack warnings, or pause policy.
Modes
| Mode | Skip policy |
|---|---|
| skippable | immediate authored skip action |
| hold-to-skip | hold gesture with progress/cancel semantics |
| first-play-locked | skip disabled only under an explicit first-play policy |
Handoff contract
Before takeover, snapshot or explicitly reset the play states the project needs: semantic held inputs, pointer/look capture, camera owner, UI context, timescale/pause source, and any gameplay transition token. Releasing control must not synthesize stale button edges or resume a stuck held action.
If a cinematic request arrives during hitstop, attack resolution, physics transition, save commit, or another unsafe logical boundary, queue it to the project's next safe boundary rather than imposing a universal ban on cinematics during combat.
Skip/complete handlers are idempotent. Duplicate skip, natural-end and scene-unload callbacks may race, but rewards, flags, camera restoration and control restoration happen once.