extends Node2D class_name Hunter signal tracked(body: Node2D) signal untracked(body: Node2D) @export var tag: StringName var possible_targets: Array = [] func _on_detection_area_body_entered(body: Node2D) -> void: var edibles: Array = body.find_children("Edible", "Edible", false, false) for edible in edibles: if edible.tag == tag: possible_targets.push_back(body) tracked.emit(body) func _on_detection_area_body_exited(body: Node2D) -> void: if body in possible_targets: possible_targets.erase(body) untracked.emit(body) func _on_tracked(body: Node2D) -> void: Log.p(self, "Tracking a new target: %s" % body) func _on_untracked(body:Node2D) -> void: Log.p(self, "Not tracking anymore target: %s" % body)