Hello,
Just getting into using the animator for a turn based fighting game. Here’s some info about my setup
I have one animator that changes animation states based on triggers i send via code ‘AttackMove’ for attacks, and ‘DefendMove’ for the animated reactions to the attacks (triggered by a different gameobject - the opponent). To allow for different abilities having different animations, I use an Animation Override Controller to temporarily change the animation controller for the ability. This all works well. I’ve attached a picture of my animator setup
What I am having trouble trying to figure out how to do is change the defaultstate motion value after a fighter uses there abilities, IF the combat Position State has changed. For example, a fighter could use a takedown ability and if successful, fighters would be positioned on the ground, not standing up. Without some sort of change to the animation controller, the fighters would animate the takedown, but then immediately appear standing back up as Motion field is set to the default standing state - ‘Player Stance Idle 256’
Does anyone know how to have the DefaultState change based on a condition I provide via code? Or is there another easier way?
Thanks!