animation controller any state is interupting my animation chain

When my character is idle, his “animID” is 0, attacking his “animID” is 1, casting a skill “animID” is 2, etc. As it stands currently, I have any state in my animation controller starting my first in a long transition chain of idle animations should my property integer “animID” == 0. Sadly, the second animation in that long animation chain gets broken and reset to that first animation by any state because “animID” is still 0. Is there a way to utilize any state to allow simplistic transitions between animations states while still allowing chaining? If so, a simple explanation/demonstration would be excellent.

Disclaimer: I feel as if my tag choices for this question are horrible. Sadly my choices were extremely limited, my apologies.

i do something somewhat similar. would recommend a second “phase” parameter which controls subactions within your main action (idle, attack, skill, etc).

transition to the first idle animation when animId == 0 and phase == 0, then increase the phase