Working with the Animation Controller

We will use an Animation Controller to organize our NPCs' animations. The Animation Controller will also be used to manage the transitions between animations.

Before we start making changes to our Animation Controller, we need to identify what states our beetle has and then determine what transitions each state can have in relation to other states.

Animation states can be referred to as the character's state of animation. For example, walking is a state, as are running and jumping.

Here are the states that the beetle can have, each tied to an animation:

  • Idle on Ground
  • Walking on Ground
  • Eating on Ground
  • Attacking on Ground
  • Die on Ground
  • Stand
  • Standing Idle
  • Standing Walk
  • Standing Run
  • Standing Attack

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