new forge entity node to benefit from autoinject
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@@ -8,13 +8,13 @@ using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Cues;
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using Gamesmiths.Forge.Effects;
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using Gamesmiths.Forge.Events;
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using Gamesmiths.Forge.Godot.Nodes;
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using Gamesmiths.Forge.Godot.Resources.Abilities;
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using Gamesmiths.Forge.Statescript;
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using Gamesmiths.Forge.Tags;
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using Godot;
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using Movementtests.interfaces;
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using Movementtests.systems;
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using Movementtests.tools;
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using Node = Godot.Node;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_beetle.png"), Meta(typeof(IAutoNode))]
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@@ -118,15 +118,19 @@ public partial class Enemy : CharacterBody3D,
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set => ForgeEntity.Events = value;
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}
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#endregion
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public Variables SharedVariables
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{
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get => ForgeEntity.SharedVariables;
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set => ForgeEntity.SharedVariables = value;
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}
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public Variables SharedVariables { get; }
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#endregion
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// Private stuff
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[Node("DamageBox")] public required Area3D DamageBox { get; set;}
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[Node("CTarget")] public required Node3D TargetComponent { get; set;}
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[Node("CHealthBar")] public required CHealthbar HealthBarWrapper { get; set;}
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[Node("ForgeEntity")] public required ForgeEntity ForgeEntity { get; set;}
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[Node("ForgeEntityNode")] public required ForgeEntityNode ForgeEntity { get; set;}
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private AbilityHandle? _hitAbilityHandle;
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private EntityAttribute _healthAttribute;
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