cirnogodot/Scripts/Components/Actors/EnemyPossessionMovement.cs

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using Godot;
public partial class EnemyPossessionMovement : ActorFreeMovement
{
private ActorAi _actorAi;
// State accessor
public override void Init(Actor parent)
{
base.Init(parent);
_actorAi = parent.GetNode<ActorAi>("ActorAi");
}
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public override void PhysicsUpdate(double delta)
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{
if (_actorAi.Ai is AiState.Controlled)
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base.PhysicsUpdate(delta);
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}
}