# Stances

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## Overview

Stances are integer Identifier values used to activate Animations Set on a Character.&#x20;

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

{% hint style="success" %}
You can check all the available **Stances IDs** in the [**IDs** ](https://malbersanimations.gitbook.io/animal-controller/scriptable-architecture/scriptables/scriptable-ids)section. You can create your own too
{% endhint %}

## 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

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F4BlOJGbOOz9g2YoG6ya7%2Fimage.png?alt=media&#x26;token=5d88974d-d463-4ed1-8438-de14023ac987" alt=""><figcaption><p>The Raccoon has multiple stances</p></figcaption></figure>

The Condition for the Transitions are: **Stance = StanceID**

![](https://963537199-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-Lzhr1XSMzMqNXjRnNlb%2F-M5DbAMgq5_XlJLcVdlk%2F-M5DehNufX-cHkyK66Ir%2FUnity_FfXm9qqAn2.png?alt=media\&token=e7aacfb8-3df8-4988-8fa4-5d6b1e45fc80)

## 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

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### 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.&#x20;

### 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

{% hint style="info" %}
These are located in the events tab of the Animal component
{% endhint %}

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F5m5RTRpwc1GrNn5bJQJd%2Fimage.png?alt=media&#x26;token=92d28f62-8db3-4dce-9baa-c700c998b709" alt=""><figcaption></figcaption></figure>

### 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.
