I’m currently working on a action-adventure-like Game.
The character should be swimming, climbing, shooting, crouching walking, running, jumping, interact with objects etc.
I already implemented jumping, ledge-hanging/vaulting etc.
I’m not satisfied with the result now. I use a lot of booleans to determine which state the character is in
This is way too messy if you ask me and also feels non-deterministic.
This isn’t extensible that easily.
How would you/How do you structure such a complex movement within a character?
I implemented a StateMachine (Switch over Enum) within Event Tick earlier. It felt more deterministic, and was a bit easier to extend. But I wasn’t sure about the perfomance