hi.
I'm working on a player character behavior that has lots of behaviors like (wall-ladder) climbing, shooting, melee, charging and …
my base approach is using a state machine like inAir, Grounded, OnWall.
my character is a sensory system and input-handler that is general and calculated at each frame. in this sensory system, I decide that my player character should be in which state and which inputs and logic should be used in that state.
I assume it should work fine but I think I will have a sloppy code if the gameplay and behaviors get bigger.
I think techniques that are used in managing AI codes like BT and Goap can also be used to make a batter-managed code in a big behavior code base.
do you know a better approach for managing a character with lots of behaviors?