logo SERENITY
Game Systems Foundation
Search Results for

    Show / Hide Table of Contents

    Class StunRecoilActionSO

    Action that snaps the head and torso back, then returns to neutral. Useful for stun, impact, or surprise reactions.

    Inheritance
    object
    ProceduralActionSO
    StunRecoilActionSO
    Inherited Members
    ProceduralActionSO.displayName
    ProceduralActionSO.cooldownSeconds
    ProceduralActionSO.minDurationSeconds
    ProceduralActionSO.priority
    ProceduralActionSO.CanStart(in UnityProceduralContext)
    ProceduralActionSO.OnStop(in UnityProceduralContext, ActionRuntimeState)
    ProceduralActionSO.DisplayName
    ProceduralActionSO.CooldownSeconds
    ProceduralActionSO.MinDurationSeconds
    ProceduralActionSO.Priority
    Namespace: Serenity.ProceduralExpression.Infrastructure.ProceduralActions
    Assembly: Serenity.UnityProceduralExpression.Infrastructure.dll
    Syntax
    public class StunRecoilActionSO : ProceduralActionSO

    Constructors

    StunRecoilActionSO()

    Declaration
    public StunRecoilActionSO()

    Methods

    IsFinished(in UnityProceduralContext, ActionRuntimeState)

    Checks if this action has finished.

    Declaration
    public override bool IsFinished(in UnityProceduralContext ctx, ActionRuntimeState runtime)
    Parameters
    Type Name Description
    UnityProceduralContext ctx

    The procedural context.

    ActionRuntimeState runtime

    Runtime state for this action instance.

    Returns
    Type Description
    bool

    True if the action should stop.

    Overrides
    ProceduralActionSO.IsFinished(in UnityProceduralContext, ActionRuntimeState)

    OnStart(in UnityProceduralContext, ActionRuntimeState)

    Called when the action starts. Override to initialize action-specific state.

    Declaration
    public override void OnStart(in UnityProceduralContext ctx, ActionRuntimeState runtime)
    Parameters
    Type Name Description
    UnityProceduralContext ctx

    The procedural context.

    ActionRuntimeState runtime

    Runtime state for this action instance.

    Overrides
    ProceduralActionSO.OnStart(in UnityProceduralContext, ActionRuntimeState)

    Tick(in UnityProceduralContext, ActionRuntimeState, ref PoseDelta)

    Called every frame while the action is active. Adds the action's contribution to the pose delta.

    Declaration
    public override void Tick(in UnityProceduralContext ctx, ActionRuntimeState runtime, ref PoseDelta pose)
    Parameters
    Type Name Description
    UnityProceduralContext ctx

    The procedural context.

    ActionRuntimeState runtime

    Runtime state for this action instance.

    PoseDelta pose

    The pose delta to add contributions to.

    Overrides
    ProceduralActionSO.Tick(in UnityProceduralContext, ActionRuntimeState, ref PoseDelta)
    In this article
    © 2026 Serenity. All Rights Reserved