Class DeathFallActionSO
Action that plays a per-zone death-fall collapse pose: a fast snap into the pose (head, spine, neck, and hips reach their authored target rotations), then a decaying flail as the limp body settles for the remainder of the duration.
Inherited Members
Namespace: Serenity.ProceduralAnimator.Infrastructure.ProceduralActions
Assembly: Serenity.UnityProceduralAnimator.Infrastructure.dll
Syntax
public class DeathFallActionSO : ProceduralActionSO, IProceduralAction<UnityProceduralContext>, IFoundationSettings
Remarks
This type's field names (duration, headSnapEuler, spineArchEuler,
neckLimpEuler, hipsTwistEuler, flailFrequency, flailAmplitudeEuler)
are load-bearing: RailShooter.Enemy.Infrastructure.Editor.EnemyDeathAuthoringTool
already authors 5 pose assets (Backflip/Crumple/Pirouette/SpinOut/FacePlant) against this
exact SerializedObject property contract, and
RailShooter.Enemy.Infrastructure.Settings.EnemyDeathReactionConfigSO.ZoneReaction.poseAction
already references pre-authored instances of this type by GUID — this class was the one
missing piece keeping the whole project from compiling.
Constructors
DeathFallActionSO()
Declaration
public DeathFallActionSO()
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
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
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. |