using Godot; namespace Cirno.Scripts.Resources.Events; [GlobalClass] public partial class ControlActorEvent : EventResource { [Export] public NodePath Target { get; set; } private Node _parent; private bool _isComplete = false; public override bool IsComplete() { return _isComplete; } public override void Init(Node parent) { _parent = parent; } public override void Start(Node parentNode) { _isComplete = false; if (_parent.GetNode(Target) is Actor enemy) { // TODO: Restore control // if (GameManager.Instance.ToggleControlMode() is GameState.Controlling) // { // enemy.AssumeControl(); // } } _isComplete = true; } public override void UpdateEvent(double delta) { } }