//! The cutscene composition. The cutscene subsystem itself lives in
//! [`crate::ecs::cutscene`] because it is core; this plugin is what makes
//! playback advance on its own.
use crate;
use crateWorld;
use crate;
/// Registers the cutscene advance into the frame schedule's update phase,
/// a no-op on every frame without an active or just-stopped cutscene.
/// Advances cutscenes automatically: composing this makes `play_cutscene`
/// and the reel and queue APIs run without the game calling
/// [`advance_cutscene_system`](crate::ecs::cutscene::advance_cutscene_system)
/// itself. Hosts that scrub or step cutscenes manually, like the editor's
/// preview, skip the plugin and keep the manual call.
;