// Update is called once per frame void Update() { // Increase harvest timer. _harvestTimer += Time.deltaTime; // Return to base if resource source depleted or inventory is full. if (!_currentSource || _inventory.IsFull()) { _pheromonePlacement.SetPheromoneType(EPheromoneTypes.Food); _states.currentState = EAntStates.ReturnToBase; return; } // Harvest some resources if possible (timer). if (_harvestTimer >= _harvestSpeed) { _navHelper.Stop(); _currentSource.DecrementCapacity(); _inventory.IncrementCapacity(); _harvestTimer = 0.0f; } }