The RPG animation layer bridges movement, combat, equipment, death, and interaction actions into Animator parameters.
RPGUnitAnimationController parameters
| Parameter | Type | Use |
|---|---|---|
IsMoving | Bool | Movement state. |
IsRunning | Bool | Run/walk state. |
IsDead | Bool | Death state. |
IsArmed | Bool | Equipment state. |
HasShield | Bool | Shield equipment state. |
CombatStyle | Int | Combat style selection. |
WeaponClass | Int | Weapon animation class. |
InteractionClass | Int or Float | Interaction animation class. Use Float if driving a blend tree. |
IsInteracting | Bool | Looping interaction state. |
Triggers
The controller can trigger Attack, Hit, Die, Equip, and Interact.
Looping interactions
IPlayerSkillAction exposes interaction animation data. If LoopsInteractionAnimation is true, the action starts an interaction loop and stops it when cancelled or complete.