public ActionFacialCodingEventArgs(ActionFacialCoding coding)
 {
     Coding = coding;
 }
        private ActionFacialCoding Angry(int sequence)
        {
            ActionFacialCoding code = new ActionFacialCoding();
            code.ActionUnits.Add(new ActionUnit
            {
                FacialActionCodingType = FacialActionCodingType.EyebrowGatherer
            });
            code.ActionUnits.Add(new ActionUnit
            {
                FacialActionCodingType = FacialActionCodingType.InnerEyebrowLowerer
            });
            code.Sequence = sequence;
            return code;

        }
 private ActionFacialCoding Hide(int sequence)
 {
     ActionFacialCoding code = new ActionFacialCoding();
     code.ActionUnits.Add(new ActionUnit
     {
         FacialActionCodingType = FacialActionCodingType.EntireFaceNotVisible
     });
     code.Sequence = sequence;
     return code;
 }
 private ActionFacialCoding Scared(int sequence)
 {
     ActionFacialCoding code = new ActionFacialCoding();
     code.ActionUnits.Add(new ActionUnit
     {
         FacialActionCodingType = FacialActionCodingType.JawDrop,
         IntensistyScoring = IntensityScoring.Maximum
     });
     code.ActionUnits.Add(new ActionUnit
     {
         FacialActionCodingType = FacialActionCodingType.BrowLowerer,
         IntensistyScoring = IntensityScoring.Maximum
     });
     code.Sequence = sequence;
     return code;
 }
 private ActionFacialCoding LookRight(int sequence)
 {
     ActionFacialCoding code = new ActionFacialCoding();
     code.ActionUnits.Add(new ActionUnit
     {
         FacialActionCodingType = FacialActionCodingType.EyesTurnRight,
         IntensistyScoring = IntensityScoring.Maximum
     });
     code.ActionUnits.Add(new ActionUnit
     {
         FacialActionCodingType = FacialActionCodingType.BrowLowerer,
         IntensistyScoring = IntensityScoring.Maximum
     });
     code.Sequence = sequence;
     return code;
 }
 private ActionFacialCoding Netrual(int sequence)
 {
     ActionFacialCoding code = new ActionFacialCoding();
     code.ActionUnits.Add(new ActionUnit
     {
         FacialActionCodingType = FacialActionCodingType.NeutralFace
     });
     code.Sequence = sequence;
     return code;
 }