using Godot; using Godot.Collections; namespace Cirno.Scripts.Activables; public partial class ChainActivable : Activable { [Export] private Array _targets; protected void ActivateTargets() { foreach (var activationTarget in _targets) { ActivateTarget(activationTarget); } } private bool ActivateTarget(Node2D activationTarget) { if (activationTarget is not IActivable target) { GD.PrintErr($"Target {activationTarget.Name} is not activable"); return false; } target?.Activate(); GD.Print($"{activationTarget.Name} activated"); return true; } }