The only CharacterState actually referenced by the core Character component is their Idle state because that's the default state they start in (if an Introduction State doesn't start itself instead) and return to after completing other actions so every Character needs one. All other states are either self-contained (like the Introduction state) or controlled by other scripts (such as the Brains which directly reference the actions they can perform).
The IdleState causes the character to simply play an animation while stationary, but the Character.Idle field actually allows any type of CharacterState to be assigned so that the Idle Character State means "able to move and act freely" rather than specifically "standing still".
| State | Class | Used By | Description |
|---|---|---|---|
| Idle | IdleState |
Maw Flower | Plays a single animation and doesn't allow movement. |
| Mobile Idle | MobileIdleState |
Gobbat | Plays a single animation like Idle, but also allows movement. |
| Locomotion | LocomotionState |
Player, Gobbler, Naga, Scarecrow | Plays an Idle, Walk, Run, or Fall animation and allows movement. |
| Wall Slide | WallSlideState |
Player | Slows the character's falling by grabbing a wall. |
| Land | LandState |
Player | An extra animation used when the character lands on a platform. |
| Multi State | MultiState |
Player | A "state selector" which simply picks from a list of other states. This is the state assigned as the Player's actual Character.Idle. |