using Godot; public partial class TestEnemy : RigidBody3D { [Export] private float _speed; [Export] private PathFollow3D _pathFollow; public override void _Process(double delta) { var player = GetTree().GetFirstNodeInGroup("Player") as TestCharacter; if (player != null) LookAt(player.Position); } public override async void _PhysicsProcess(double delta) { _pathFollow.Progress += _speed * (float)delta; } public void OnHit(Node node) { GD.Print("Hit detected"); QueueFree(); } }