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
Summary
Create a gameplay-facing animation action registry so code does not call raw Animator state names directly.
Scope
Acceptance Criteria
References
docs/setup/unity-conventions.mdROADMAP.md