🅾️Stances

Overview

Stances are integer Identifier values used to activate Animations Set on a Character.

For example, the Animal can enter a Combat Stance and the Idle animations will change for Combat Idle; or the animal can enter a Sneak Stance Locomotion animations

You can check all the available Stances IDs in the IDs section. You can create your own too

Animator

Stances Require the Stance Animator Parameter on the Animal Animator Controller.

You can have multiple Locomotion States and use them depending on the Current Stance

The Condition for the Transitions are: Stance = StanceID

Parameters

Default Stance

Default Stance the Animal will return to in case the function Stance_Reset() is called.

Current Stance

Which stance is currently active stance

Stance List - Additional Options

Enabled

Toggles whether or not this stance is enabled

Input

What is the unique input to activate this stance?

Cooldown

Once the stance has exited, this is the time that needs to elapse before the stance can be activated again.

Exit After

If the stance has started, it cannot exit until this time has passed.

Persistent

If togged on, no other stances can be enabled whilst this is on.

Active Only

If toggle on no other stance can be enabled, except the Default stance. Exit using Stance_Reset()

Can Strafe

Does the stance allow strafing? E.g. in a combat stance, you can strafe move.

States List

All the states the stance can be activated. By default, it's set to all states.

State Queue List

If a stance was activated on a State that is not included on the State List, it will be queued until a valid state is active. Then the stance will be ready to be activated.

Disable Stances

A list of different stances to block activation of, whilst this stance is active. E.g. if Wounded Stance is active you can disable the Happy Stance.

Stances - Events

These are located in the events tab of the Animal component

On Stance Change

Invoked when the stance changes to another. The event parameter is the ID (int value) of the Stance

[On Enter]/[On Exit] Stance

This are events Invoked when the Current Stance value changes. Useful to modify the Animal Logic when a new stance is set.

Last updated