🅾️Stances
Last updated
Last updated
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
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
Default Stance the Animal will return to in case the function Stance_Reset() is called.
Which stance is currently active stance
Toggles whether or not this stance is enabled
What is the unique input to activate this stance?
Once the stance has exited, this is the time that needs to elapse before the stance can be activated again.
If the stance has started, it cannot exit until this time has passed.
If togged on, no other stances can be enabled whilst this is on.
If toggle on no other stance can be enabled, except the Default stance. Exit using Stance_Reset()
Does the stance allow strafing? E.g. in a combat stance, you can strafe move.
All the states the stance can be activated. By default, it's set to all states.
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.
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.
These are located in the events tab of the Animal component
Invoked when the stance changes to another. The event parameter is the ID (int value) of the Stance
This are events Invoked when the Current Stance value changes. Useful to modify the Animal Logic when a new stance is set.