extends EnemyState const maxFollowDistance: float = 12.5 func Enter(): if enemy_ref.spiderLight: enemy_ref.spiderLight.visible = true if enemy_ref.hitBoxTeeth: enemy_ref.hitBoxTeeth.active = true func Exit(): enemy_ref.can_move = true if enemy_ref.spiderLight: enemy_ref.spiderLight.visible = false if enemy_ref.hitBoxTeeth: enemy_ref.hitBoxTeeth.active = false func Update(_delta: float): if enemy_ref.closestPlayer: if enemy_ref.distanceClosestPlayer > maxFollowDistance: Transitioned.emit(self, "Wander") enemy_ref.can_move = enemy_ref.distanceClosestPlayer > 2 enemy_ref.pathfind(enemy_ref.closestPlayerGridPosition)