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by vvanders
3812 days ago
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For something engineered, sure. However if you're working with designers who don't have a lot of formal education it's much easier to convey the concept of a function that "pauses" where yield() happens. Also quite a bit of gameplay code ends up as throw-away so being able to quickly put behaviors together is a plus. |
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You may want to take a look at visual FSM solutions, which do what you specify and more, easily.
You're not even wrong.
https://unity3d.com/learn/tutorials/modules/beginner/animati..., for an example in an Animation program