extends Node2D onready var spawner := $Spawner export(float, 0, 2000, 40.0) var linear_speed_max := 600.0 setget set_linear_speed_max export(float, 0, 200, 2.0) var linear_accel_max := 40.0 setget set_linear_accel_max export(float, 0, 300, 2.0) var proximity_radius := 140.0 setget set_proximity_radius export(float, 0, 10000, 100) var separation_decay_coefficient := 2000.0 setget set_separation_decay_coef export(float, 0, 2, 0.1) var cohesion_strength := 0.1 setget set_cohesion_strength export(float, 0, 6, 0.1) var separation_strength := 1.5 setget set_separation_strength export var show_proximity_radius := true setget set_show_proximity_radius func _ready() -> void: spawner.setup( linear_speed_max, linear_accel_max, proximity_radius, separation_decay_coefficient, cohesion_strength, separation_strength, show_proximity_radius ) func set_linear_speed_max(value: float) -> void: linear_speed_max = value if not is_inside_tree(): return spawner.set_linear_speed_max(value) func set_linear_accel_max(value: float) -> void: linear_accel_max = value if not is_inside_tree(): return spawner.set_linear_accel_max(value) func set_proximity_radius(value: float) -> void: proximity_radius = value if not is_inside_tree(): return spawner.set_proximity_radius(value) func set_show_proximity_radius(value: bool) -> void: show_proximity_radius = value if not is_inside_tree(): return spawner.set_show_proximity_radius(value) func set_separation_decay_coef(value: float) -> void: separation_decay_coefficient = value if not is_inside_tree(): return spawner.set_separation_decay_coef(value) func set_cohesion_strength(value: float) -> void: cohesion_strength = value if not is_inside_tree(): return spawner.set_cohesion_strength(value) func set_separation_strength(value: float) -> void: separation_strength = value if not is_inside_tree(): return spawner.set_separation_strength(value)