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using Godot;
using System;
public enum AIType
{
None,
DefaultHostile
};
public partial class Enemy : Actor
{
public BaseAI Soul { get; private set; }
public bool IsAlive { get => Soul != null; }
public Enemy(Vector2I initialPosition, MapData map, EnemyDefinition definition) : base(initialPosition, map, definition)
{
SetDefinition(definition);
}
public void SetDefinition(EnemyDefinition definition)
{
base.SetDefinition(definition);
switch(definition.AI) {
case AIType.None:
break;
case AIType.DefaultHostile:
Soul = new HostileEnemyAI();
AddChild(Soul);
break;
}
}
}
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