using Godot; namespace Cirno.Scripts.Resources.Events; [GlobalClass] public partial class ControlActorEvent : EventResource { [Export] public NodePath Target { get; set; } private Node2D _parent; private GameManager _gameManager; private bool _isComplete = false; public override bool IsComplete() { return _isComplete; } public override void Init(Node2D parent) { _gameManager = parent.GetGameManager(); _parent = parent; } public override void Start(Node2D parentNode) { _isComplete = false; if (_parent.GetNode(Target) is Actor enemy) { if (GameManager.Instance.ToggleControlMode() is GameState.Controlling) { enemy.AssumeControl(); } } _isComplete = true; } public override void UpdateEvent(double delta) { } }