using Cirno.Scripts.Components.Actors; using Cirno.Scripts.Enums; using Godot; public partial class ActorAi : ActorModule { public EnemyState State { get; set; } = EnemyState.Idle; [Export] // Temp until the special actor tha sets it public AiState Ai { get; set; } = AiState.Disabled; protected Actor _actor; public override void Init(Actor actor) { _actor = actor; Ai = actor.StartingAiState; } public override void PhysicsUpdate(double delta) { } public override void Update(double delta) { } }