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    Class FlinchActionSO

    Action that creates a quick defensive flinch pose. Raises shoulders, ducks head, and tenses arms.

    Inheritance
    object
    ProceduralActionSO
    FlinchActionSO
    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 FlinchActionSO : ProceduralActionSO

    Constructors

    FlinchActionSO()

    Declaration
    public FlinchActionSO()

    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)
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