Remove detection spheres
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@@ -31,10 +31,6 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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[Export]
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public Resource EnemyStats { get; set; } = new();
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[Node] public Area3D DetectionSphere { get; set; } = default!;
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[Node] public Area3D AlertedSphere { get; set; } = default!;
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public static PackedScene CollisionDetectorScene => GD.Load<PackedScene>("res://src/enemy/CollisionDetector.tscn");
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public static Area3D CollisionDetector { get; set; } = default!;
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@@ -53,8 +49,6 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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{
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var enemyResource = EnemyStats as EnemyStats;
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CurrentHP = enemyResource.MaximumHP;
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DetectionSphere.BodyEntered += OnDetectionSphereEntered;
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AlertedSphere.BodyExited += OnAlertedSphereExited;
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}
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public void OnResolved()
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@@ -122,18 +116,6 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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}
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}
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public void OnDetectionSphereEntered(Node3D body)
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{
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GD.Print($"Detected {body.Name}...");
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EnemyLogic.Input(new EnemyLogic.Input.Alerted());
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}
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public void OnAlertedSphereExited(Node3D body)
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{
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GD.Print($"Lost track of {body.Name}...");
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EnemyLogic.Input(new EnemyLogic.Input.LostPlayer());
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}
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public void OnReady()
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{
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SetPhysicsProcess(true);
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