using Godot; public partial class EnemyPossessionMovement : ActorFreeMovement { private ActorAi _actorAi; public bool IsDestroyed => _parent.IsDestroyed; // State accessor public override void Init(Actor parent) { base.Init(parent); _actorAi = parent.GetNode("ActorAi"); } public override void PhysicsUpdate(double delta) { if (IsDestroyed) return; if (_actorAi.Ai is AiState.Controlled) base.PhysicsUpdate(delta); } }