class_name BeeliningController extends EnemyMovement var goal: Node3D var direction: Vector3 func _ready() -> void: distance_remaining = character.global_position.distance_squared_to(goal.global_position) direction = character.global_position.direction_to(goal.global_position) func _physics_process(delta: float) -> void: var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta distance_remaining -= distance_travelled character.global_position = character.global_position + (direction * distance_travelled)