feat: pause animation
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					@ -183,8 +183,10 @@ export default class EnemyAI extends StateMachineGoapAI implements BattlerAI {
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    update(deltaT: number){
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					    update(deltaT: number){
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        if (InputWrapper.getState() != GameState.GAMING) {
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					        if (InputWrapper.getState() != GameState.GAMING) {
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					            this.owner.animation.pause();
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            return;
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					            return;
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        }
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					        }
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					        this.owner.animation.resume();
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        super.update(deltaT);
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					        super.update(deltaT);
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        // This is the plan that is executed in the Active state, so whenever we don't have a plan, acquire a new one given the current statuses the enemy has
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					        // This is the plan that is executed in the Active state, so whenever we don't have a plan, acquire a new one given the current statuses the enemy has
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					@ -148,6 +148,7 @@ export default class InputWrapper {
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        Input.enableInput();
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					        Input.enableInput();
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    }
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					    }
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					    // DO NOT call this function directly
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    static setState(gameState: GameState): void {
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					    static setState(gameState: GameState): void {
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        InputWrapper.gameState = gameState;
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					        InputWrapper.gameState = gameState;
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    }
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					    }
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