using Cirno.Scripts.Components.Actors; using Cirno.Scripts.Enums; using Godot; namespace Cirno.Scripts.Components.FSM.Enemy._3D; public partial class Init : EnemyStateBase3D { public override EnemyState StateId => EnemyState.Init; [Export] public EnemyStorage3D Storage {get; private set;} [Export] public PlayerDetection3D DetectionProvider { get; private set; } [Export] public ActorResourceProvider HealthProvider { get; private set; } public override void EnterState() { //DamageReceiver.HealthProvider.MaxResource = StorageModule.Root.EnemyResource.MaxHealth; DetectionProvider.Initialize(MainObject); Storage.AiState = Storage.Root.StartingAiState; Storage.HomePosition = MainObject.GlobalPosition; // TODO: Hide wings // TODO: Hide aiming reticule HealthProvider.MaxResource = Storage.Root.EnemyResource.MaxHealth; HealthProvider.FillResource(); StateMachine.SetState(EnemyState.Idle); } }