using Cirno.Scripts.Actors; using Cirno.Scripts.Enums; using Godot; namespace Cirno.Scripts.Components.FSM.Enemy._3D; public partial class Dead : EnemyStateBase3D { public override EnemyState StateId => EnemyState.Dead; [Export] public EnemyStorage3D Storage { get; private set; } public override void EnterState() { base.EnterState(); // player detection // damage receiver will be a module MainObject.Hide(); if (Storage.EnemyData.DebrisScene is not null) { var debris = Storage.EnemyData.DebrisScene.Instantiate(); MainObject.GetParent().AddChild(debris); debris.GlobalPosition = MainObject.GlobalPosition; debris.Init(Storage.EnemyData); } MainObject.QueueFree(); } }