Enums

Description

The Enums.cs file contains several important enumeration types used throughout the Character system in the Universe framework. These enumerations define character bones, movement types, facial expressions, and basic actions.

Namespace

Universe.Character

Enums

CharacterBone

Defines the bones that can be targeted for attachments, IK control, or animation.

Value Description
Head The character’s head
Chest The character’s chest
Belly The character’s stomach area
Hips The character’s pelvis/hip area
LeftShoulder The character’s left shoulder
LeftUpperArm The character’s left upper arm
LeftLowerArm The character’s left forearm
LeftHand The character’s left hand
RightShoulder The character’s right shoulder
RightUpperArm The character’s right upper arm
RightLowerArm The character’s right forearm
RightHand The character’s right hand
LeftUpperLeg The character’s left thigh
LeftLowerLeg The character’s left calf
LeftFoot The character’s left foot
RightUpperLeg The character’s right thigh
RightLowerLeg The character’s right calf
RightFoot The character’s right foot

Movements

Defines the character’s current movement state or locomotion type.

Value Description
Walking Character is walking or running on ground
Climbing Character is climbing a ladder or wall
Swimming Character is swimming in water
Flying Character is flying or gliding through air
Falling Character is falling due to gravity

FacialExpression

Defines facial expressions that can be applied to the character.

Value Description
Natural Default neutral expression
Happy Pleased, content expression
Smiling Smiling expression
Sad Unhappy, downcast expression
Tearful Crying or about to cry
Furious Extremely angry expression
Screaming Shouting, yelling expression
Shocked Surprised, startled expression
Pensive Thoughtful, contemplative expression
Confused Puzzled, perplexed expression
Wink Winking one eye
Blink Blinking both eyes

Actions

Defines basic actions a character can perform.

Value Description
Jump Character performs a jump

Example Usage

// Attach item to character's hand
AccessoryAttachment weaponAttachment = new AccessoryAttachment();
weaponAttachment.character = playerCharacter;
weaponAttachment.bone = CharacterBone.RightHand;
weaponAttachment.autoAttach = true;

// Set character's facial expression
playerCharacter.SetFacialExpression(FacialExpression.Happy);

// Check if character is swimming
if (playerCharacter.status == Movements.Swimming) {
    // Apply swimming effects
    PlaySwimmingSound();
    ApplyWaterPhysics();
}

// Make character jump
playerCharacter.Jump(true);

Notes

  • The CharacterBone enum corresponds to the standard humanoid skeleton rig
  • Movements is used to track and respond to the character’s current locomotion state
  • FacialExpression requires character models with facial animation support
  • The Actions enum currently only includes Jump but may be expanded in future versions
  • Used by Character.cs for movement states and actions
  • Used by AccessoryAttachment.cs for attaching items to bones
  • Used by IKHandler.cs for inverse kinematics control
  • Used by animation systems for transitioning between movement types