extends NPC export(NodePath) var _visibility_path: NodePath var _visibility: Area func _ready(): Logger.set_logger_level(Logger.LOG_LEVEL_FINE) _visibility = get_node(_visibility_path) as Area if _visibility: _visibility.connect("body_entered", self, "_on_body_entered_visibility") _visibility.connect("body_exited", self, "_on_body_exited_visibility") func _on_body_entered_visibility(body: PhysicsBody): Logger.trace("Meldewesen seeing %s" % [body]) if body.is_in_group("Player"): Logger.info("Seeing player!") # TODO: Check if the Player is in an area where they shouldn't be current_target = body.transform.origin func _on_body_exited_visibility(body: PhysicsBody): if body.is_in_group("Player"): Logger.info("Stopped seeing player!") current_target = null