extends Unit class_name Enemy var sighted: bool = true: set(val): sighted = val visible = sighted var target_citizen: Citizen = null func _ready() -> void: sighted = false #go_to_destination(Vector3(17,1,15)) func _process(delta: float) -> void: super(delta) if target_citizen == null: target_citizen = get_tree().get_nodes_in_group("Citizens").pick_random() as Citizen if target_citizen != null: var chase_action: UnitAction.ChaseAction = UnitAction.ChaseAction.new() chase_action.unit = self chase_action.target = target_citizen action = chase_action var status: Unit.TaskStatus = await wait_for_task_update() if status != TaskStatus.DONE: target_citizen = null return var attack_action: UnitAction.AttackUnitAction = UnitAction.AttackUnitAction.new() attack_action.unit = self attack_action.victim = target_citizen action = attack_action status = await wait_for_task_update() target_citizen = null