I'm converting my player movement from a very simple enum approach to a proper state machine. Previously, I had a script that handled the animation by just checking the player state enum (walking, running, idle, etc) and sending the appropriate animation to my animator script (I use animancer). However, because I've fully rebuilt the movement from the ground up to utilize a much cleaner FSM approach, I'm wondering if there's a better way to handle animations. Something more industry standard, if that makes sense.
I've seen the suggestion that I should just have references to all of the animation clips in the state machine script, but that seems like a terrible mess that would quickly become unmanageable if I were to add more than a couple states. I'd like to keep it as a separate script, if possible. I'm confident I could slap something together, but I want to know if there's a cleaner solution.