#include "AiSingleBlock.h"

void AiSingleBlock::SetState(int stateID, int lr)
{
	AiRecord::SetState(stateID, lr);
	ani.sprite_index = L"ai_single_block";
}

std::shared_ptr<Entity> CreateAiSingleBlock()
{
	return std::make_shared<AiSingleBlock>();
}
