cirnogodot/Scripts/Components/FSM/Enemy/Init.cs

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using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy;
public partial class Init : EnemyStateBase
{
public override EnemyState StateId => EnemyState.Init;
[Export]
public GenericDamageReceiver DamageReceiver { get; private set; }
[Export]
public EnemyStorageModule StorageModule { get; private set; }
public override void EnterState()
{
DamageReceiver.HealthProvider.MaxResource = StorageModule.Root.EnemyResource.MaxHealth;
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StorageModule.AiState = StorageModule.Root.StartingAiState;
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StorageModule.HomePosition = MainObject.GlobalPosition;
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// TODO: Hide wings
// TODO: Hide aiming reticule
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StateMachine.SetState(EnemyState.Idle);
}
public override void PhysicsProcessState(double delta)
{
}
public override void ProcessState(double delta)
{
}
}