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Question by SpokenPI · Dec 18, 2017 at 05:18 PM · programmingcharacter controllercharacter movementenumstate-machine

Character Controller with multiple state machines

Hello. I am fairly inexperienced at coding and I am currently trying to code a character controller. What I currently am using is multiple enums as state machines and switching to the different enums depending on input. I have included a copy of my code template but removed most of the actual code to make it easier to read.

I just want some advice if this solution is viable. It currently works as I intend it too but being inexperienced I am not sure if I will run into issues or if I am being inefficient. Any advice would be appreciated.

         using UnityEngine;
         using System.Collections;
         
         [RequireComponent(typeof(CharacterController))]
         public class OS_PlayerMovement : MonoBehaviour 
         {
         
         public enum CharacterState {Idle, Walk, Run, Crouch, Roll, Slide, Falling}
         public CharacterState characterState;
         
         public enum CombatState {Standby, CombatIdle, Attack, Defend}
         public CombatState combatState;
         
         //variables here
         
             void Awake () 
             {
         
                 characterState = CharacterState.Idle;
                 combatState = CombatState.Standby;
         
             }
         
             void Start ()
             {
                 StartCoroutine("Movement");
             }
         
             IEnumerator Movement () 
             {
                 while(true)
                 {
                     switch(characterState)
                     {
                         case CharacterState.Idle:
                             Idle();
                             break;
                         case CharacterState.Walk:
                             Walk();
                             break;
                         case CharacterState.Run:
                             Run();
                             break;
                         case CharacterState.Falling:
                             Fall();
                             break;
                     }
         
                     yield return null;
                 }
             }
         
             IEnumerator Combat () 
             {
                 while(true)
                 {
                     switch(combatState)
                     {
                         case CombatState.Standby:
                             break;
                         case CombatState.Attack:
                             Attack();
                             break;
                     }
         
                     yield return null;
                 }
             }
             
             void LateUpdate ()
             {
                //Check for inputs. move character and switch states accordingly 
              //stop and start coroutines depending on input
             }
         
             void Idle ()
             {
                 //play Idle code and Idle animation
             }
         
             void Attack ()
             {
                //Attack Code
             }
         
             void Fall ()
             {
                 //apply gravity and fall animation, check amount of time falling and apply damage
             }
         
             void Walk ()
             {
                //movement code
             }
         
             void Run ()
             {
                 //running code
             }
         
             void CharacterRotation ()
             {
                 //rotate character
             }
         
         
         }
     
 
 
 
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