using Godot; using GodotUtilities; namespace SupaLidlGame.Characters; public partial class Doc : Enemy { [Export] public State.NPC.NPCStateMachine BossStateMachine { get; set; } public int Intensity { get { switch (Health) { case < 250: return 3; case < 500: return 2; default: return 1; } } } public override void _Ready() { base._Ready(); } public override void _Process(double delta) { BossStateMachine.Process(delta); base._Process(delta); } public override void OnReceivedDamage( float damage, Character inflictor, float knockback, Vector2 knockbackDir = default) { GetNode("Effects/HurtParticles") .SetDirection(knockbackDir); base.OnReceivedDamage(damage, inflictor, knockback, knockbackDir); } }