using Godot; namespace Cirno.Scripts.Components.FSM; public partial class EnemyIdle : State { //[Export] //public EnemyState State { get; private set; } public override int StateId => (int)EnemyState.Idle; public override void EnterState() { } public override void ExitState() { } public override void ProcessState(double delta) { } public override void PhysicsProcessState(double delta) { // Scan for player // Wait for alarms } protected void ChangeState(EnemyState newState) { _stateMachine.SetState((int)newState); } }