   Player State Manager?
  Hello everyone, please excuse my ignorance and inexperience but I am somewhat trouble by managing a players state for animation/action purposes.Basically, my question is this: For a traditional hack and slash RPG style game, how do most people or what is the most efficient way to deal with state management?My basic thought process is to make several "Layers" if you will.  Each layer would be a basic action group/layer, ex: Movement, Attacks, Actions.... etc.  Within each layer there would be several states, Movement -> Idle, Running, Dodging, etc.  Attacks -> Idle, Standard, Fireball, etc.  Then, as input is processed, each state is set.  The idea behind layering would be that each layer could only have one state, eliminating some processing in terms of what can happen at the same time.  Then, as each state is set that particular state can check to see if any other current state interferes or cannot occur simultaneously.  I figured I would use enumerators to accomplish this.Is this generally the concept I should be going with?  Is there a better way to do this?  Any help is greatly appreciated, and thanks in advance for any help you do have to offer.Also, if my question is unclear, just ask and I will try and develop it further.Thanks!   
  See my post on the other version of this thread.   