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Question by StamesJames · Jul 10, 2019 at 09:53 PM · animation2danimation controller

How to change animation controller for differnet weapons?

Hi,

I'm building a 2D pixel-art RPG, with sprite sheet animations. I want to include different weapons that alle have different move sets, so that the character also has to move diferent for every weapon. For example the sword performce 3 different slashes but the daggers just has 2 stabs and so on. I am struggeling to find a solution how I can change my AnimationController. First I thought I use a RuntimeAnimationController and an OverrideAnimationController but the problem is, that not only one Animation changes but a different number of them. Also creating one OverrideAnimationController for each Weapon on top of the basic character controller would'n work because the character can equip 2 Weapons so I would have to have one Controller for every combination.

I thought maybe I could store the different attacks in a Weapon prefab and then do some kind of animator.PlayOneShot(animtation) but there is no such function for Animators. The only way I see right now is to have one Attack state in my AnimationController and for every Attack befor triggering it to change the animation to the right one. Is there a better way to approach this?,

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avatar image StamesJames · Jul 11, 2019 at 08:59 AM 0
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I also could put all the animations in one big Animator and play them with Animator.Play(). Then the Weapons would know wich state to play and I could set the animator to return to some default state after an Attack.
Is there a problem with creating large animaotrs? otherwise this would be a simple solution for the problem.

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