In Castlevania, there is a small delay between when the player presses the jump button and when the character actually jumps. In this time (about 1/4th of a second), the character stops moving and does a small crouching animation. When the animation finishes, the character jumps.
Now, in theory, all I would have to do is make it so that when the player presses the jump button, disable the platform behavior, wait .25 sec, then re-enable it and simulate jump. That works just fine, but the animation does not, and I can't figure out why.
Here is my current code setup. You can see highlighted in the image that I have the pre-jump animation set before the wait (it does not repeat and has infinite length), but it doesn't play. Instead, the walking animation plays if you're moving before you hit Z or the standing animation if you're standing still.
You can see that I also have set up a system for when the player lands AFTER a jump, and that works totally fine without issue, but I cannot figure out how to implement the reverse for stopping before the player jumps.