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Build animation action registry for movement, dialogue, hit, attack, death, and weapon stance #146

@JOY

Description

@JOY

Summary

Create a gameplay-facing animation action registry so code does not call raw Animator state names directly.

Scope

  • Define action ids for idle, walk, run, talk, attack, hit reaction, death, interact, gather, and weapon stance.
  • Map action ids to available animation controller parameters or states per weapon/body capability.
  • Hide or lower weapons during talk/interact when the body supports it.
  • Provide safe fallback animations when a pack lacks a clip.

Acceptance Criteria

  • Gameplay code requests semantic actions, not raw animation state names.
  • Dialogue mode uses talk or neutral idle instead of combat-ready stance when available.
  • Movement resumes promptly after exiting dialogue.
  • Missing animation capability falls back gracefully and logs a compact warning.
  • Unity Play Mode smoke covers movement, talk, attack, hit reaction, and death placeholder actions.

References

  • docs/setup/unity-conventions.md
  • ROADMAP.md

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    area:combatCombat mechanics, damage, enemies, and encountersarea:unityUnity client, scenes, assets, or editor workflowenhancementNew feature or requestpriority:p1High priority for current milestonesize:lLarge task

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