Namespace Serenity.ProceduralAnimator.Infrastructure.ProceduralActions
Classes
CommunicationGestureActionSO
Generic communication-gesture action: blends up to eight bone slots (both arms, head and chest) into an authored held pose over a windup, holds that pose — optionally oscillating each slot with a sine wave, which is what turns a raised arm into a wave, a beckon, a fist pump or a tremble — then blends back to neutral over a recovery.
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.
FlinchActionSO
Action that creates a quick defensive flinch pose. Raises shoulders, ducks head, and tenses arms.
MeleeStrikeActionSO
Action that creates a melee strike animation: a windup (arm cocked back/up), a fast snap into the strike pose (arm swung forward/down), then a short recovery back to neutral.
ProceduralActionSO
Base ScriptableObject for discrete procedural animation actions with lifecycle. Actions have a start, tick, and end phase, unlike continuous layers. Examples: recoil, flinch, stumble.
StumbleActionSO
Action that creates a balance recovery animation. Leans the body and moves arms for counterbalance.
StunRecoilActionSO
Action that snaps the head and torso back, then returns to neutral. Useful for stun, impact, or surprise reactions.