using System; using Cirno.Scripts.Components.Actors; using Godot; namespace Cirno.Scripts.Components.FSM; public partial class PlayerStateMachine : StateMachineBase { [Export] public override PlayerState InitialState { get; protected set; } = PlayerState.Init; [Export] public Vector2 StartingDirection { get; set; } = Vector2.Down; [Export] public ActorResourceProvider MotivationResource { get; private set; } public void RefillHealth() { GD.Print("Refilling health"); } public void RefilleShield() { GD.Print("Refilling shield"); } public void NoClip() { GD.Print("NoClip"); } public void AddMotivation(float motivation) { MotivationResource.CurrentResource += motivation; } }