cirnogodot/Scripts/Components/Actors/ActorAi.cs

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using Cirno.Scripts.Components.Actors;
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using Cirno.Scripts.Enums;
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using Godot;
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public partial class ActorAi : ActorModule
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{
public EnemyState State { get; set; } = EnemyState.Idle;
[Export] // Temp until the special actor tha sets it
public AiState Ai { get; set; } = AiState.Disabled;
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protected Actor _actor;
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public override void Init(Actor actor)
{
_actor = actor;
Ai = actor.StartingAiState;
}
public override void PhysicsUpdate(double delta)
{
}
public override void Update(double delta)
{
}
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}