use std::f32::consts::PI; use std::ops::RangeInclusive; use rand::Rng; use bevy::prelude::*; use heron::prelude::*; use crate::{ map::GroundContact, player::Player, }; #[derive(Component)] pub struct Enemy { pub rotation: f32, pub bounds: (RangeInclusive, RangeInclusive), pub patrol_target: Option<(f32, f32)>, } pub fn walk( time: Res