So the new input system is out, and we're using it for our game. The next hurdle I'm trying to get over is implementing a melee combo ( E->-E->E). Not 100% sure how to get the new system to execute something like that. Right now my trigger isn't resetting. Images of the animator graph at the bottom
public class PlayerController : MonoBehaviour { Rigidbody2D _rigidbody; SpriteRenderer _renderer; Animator _animator; public float fallMultiplier = 2.5f; public float lowJumpMultiplier = 2f; PlayerInputActions inputActions; Vector2 movementInput; public bool inInteractionZone; public int attackCount = 0; public float attackTimeout = 0.5f; bool touchingWall; private void Awake() { HRHEventHub.OnPlayerDeath += HRHEventHub_OnPlayerDeath; inputActions = new PlayerInputActions(); inputActions.Player.Move.performed += ctx => movementInput = ctx.ReadValue<Vector2>(); inputActions.Player.Interact.performed += InteractPressed; } private void InteractPressed(InputAction.CallbackContext obj) { //TODO add attack timeout //Check if we are inside a interaction zone if (inInteractionZone) { //TODO implement return; } if (attackCount == 0 && _grounded) { attackCount++; _animator.SetTrigger("Attack"); //_animator.SetBool("ATK1", true); } else if (attackCount == 1 && _grounded) { attackCount++; _animator.ResetTrigger("Attack"); _animator.SetTrigger("Attack"); } else if (attackCount == 2 && _grounded) { attackCount = 0; _animator.ResetTrigger("Attack"); _animator.SetTrigger("Attack"); } } } 


ResetTriggerin a situation like this. Can you clarify what you're trying to accomplish, what outcomes you're observing, and what you expect to observe instead? \$\endgroup\$