using Godot; namespace SupaLidlGame.State.Thinker; public partial class IdleState : ThinkerState { [Export] public ThinkerState PursueState { get; set; } [Export] public float MinTargetDistance { get; set; } public override ThinkerState Think() { var bestTarget = NPC.FindBestTarget(); if (bestTarget is not null) { var pos = bestTarget.GlobalPosition; var dist = NPC.GlobalPosition.DistanceTo(pos); if (dist < MinTargetDistance) { return PursueState; } } return base.Think(); } }