text: #pragma once
  #include "Crystal/GamePlay/Components/AIComponent.h"
  #include "Crystal/GamePlay/Objects/Actors/Pawn.h"
  
  class DummySpaceStation : public Crystal::Pawn
  {
  public:
  	DummySpaceStation() = default;
  	~DummySpaceStation() override = default;
  
  	void Initialize() override;
  
  	void Begin() override;
  
  	void UpdateHealth();
  	void OnTakeDamage(float damage, Crystal::Weak<Actor> damageCauser) override;
  
  	float GetHealth() const { return m_CurrentHealth; }
  
  	STATIC_TYPE_IMPLE(DummySpaceStation)
  
  private:
  
  	Crystal::Shared<Crystal::AIPerceptionSourceComponent> m_AIPerceptionSourceComponent = nullptr;
  
  	float m_MaxHealth = 600.0f;
  	float m_CurrentHealth = m_MaxHealth;
  };
  
  