extends State class_name BeeGathering @export var animator : AnimationPlayer @onready var bee = get_parent().get_parent() as Bee # I think this is bad but I dont care it works var time_at_patch : float = 0.0 var target : Vector2 = Vector2.ZERO func enter(_msg := {}): bee.just_gathering = true Log.pr("Gathering now...") randomize() target = bee.get_global_position() + Vector2(randi_range(-100, 100), randi_range(-100, 100)) #animator.play("Idle") #if !bee.in_range_of_flowers: # ## Go home bee, you're drunk # state_transition.emit(self, "Idle") func update(_delta : float): if bee.in_range_of_flowers: #animator.play("Gathering") time_at_patch += _delta if time_at_patch > 5.0: Log.pr("Gathered nectar!") bee.nectar += 1 state_transition.emit(self, "Idle") else: state_transition.emit(self, "Idle") func physics_update(delta : float) -> void: if target: if bee.position.distance_to(target) > 2: bee.velocity = (target - bee.position).normalized() * bee.speed / 2 * delta bee.move_and_collide(bee.velocity) bee.look_at(target)