Every state a character can be in inherits from the base CharacterState component. There are several general categories that states fall into:
| Category | Description | Usage | Examples |
|---|---|---|---|
| Idle | The character's default state which they return to automatically after performing an action. | Assigned to the Character.Idle field. |
IdleStateLocomotionStateWallSlideState |
| Action | Something the character can do intentionally. | Referenced by the Character Brain. | JumpStateAttackState |
| Reaction | Something the character will do automatically in response to a specific event. | Registers itself to be started by the relevant event so generally nothing else needs to reference it directly. | IntroductionStateLandStateFlinchState |
| Special | Multi-State is in a category of its own because it isn't really a state but rather is used to select from a list of other states. | MultiState |
|
There is no real distinction between those categories in the code, they are just here to help you understand how the various states fit together in a character.
| Introduction | A state used for a character to show off when they first spawn. |
| Multi-State | A "state selector" which simply picks from a list of other states. |
| Idle | The default states characters return to after they finish performing an action. |
| Jump | The states used for different kinds of jumping. |
| Attack | States used when the character is attacking. |
| Flinch | A state used when a character gets hit by an attack. |