#include "AiMoveRecord.h"

void AiMoveRecord::SetState(int stateID, int lr)
{
	AiRecord::SetState(stateID, lr);
	ani.sprite_index = lr == 0 ? L"ai_move_record_l" : L"ai_move_record_r";
}

std::shared_ptr<Entity> CreateAiMoveRecord()
{
	return std::make_shared<AiMoveRecord>();
}
