using Cirno.Scripts.Enums; using Godot; namespace Cirno.Scripts.Components.FSM.Elevator; public partial class ElevatorProxyProxy : Path2D, IActivable { [Export] public ElevatorState StartingState { get; protected set; } = ElevatorState.Bottom; private ElevatorProxy _elevatorProxy; public override void _Ready() { _elevatorProxy = this.GetNode("Elevator"); } public bool Activate(ActivationType activationType = ActivationType.Toggle) { return _elevatorProxy.Activate(activationType); } public void Toggle() { this.Activate(); } }