Closed neilfranci closed 11 months ago
It looks ... excessive. You may want to consider using an AnimationTree + AnimationStateMachine to control your animations. There is built-in support for animation transitions, so you could make an animation follow another animation really easily without having to send a ton of events between the state chart and the animation player.
Check: https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html
Idk if this is the right way to use this many nodes but in the feature, there will be many other states with animation.