using Godot; namespace Cirno.Scripts.Components.FSM.Player; public partial class NewInit : BaseState { public override PlayerState StateId => PlayerState.Init; public override void Init(IStateMachine machine) { base.Init(machine); } public override void EnterState() { GD.Print($"{Name} Entered"); } public override void ExitState() { GD.Print($"{Name} Exited"); } public override void ProcessState(double delta) { } public override void PhysicsProcessState(double delta) { } }