using Cirno.Scripts.AttackPatterns; using Cirno.Scripts.Components.FSM.Enemy; using Cirno.Scripts.Enums; using Godot; namespace Cirno.Scripts.Components.FSM.Boss; public partial class BossScriptHostModule : ModuleBase, IScriptHost { [Export] public EnemyStorageModule StorageModule { get; private set; } public Node2D ParentObject => _machine.MainObject; public Vector2 HomePosition => StorageModule.HomePosition; private IStateMachine _machine; public void ChangeSpriteDirection(Vector2 direction) { } public override void EnterState(EnemyState state) { } public override void ExitState(EnemyState state) { } public override void Init(IStateMachine machine) { _machine = machine; } public override void Process(double delta) { } public override void PhysicsProcess(double delta) { } }