extends RayCastSensor3D | |
var team = -1 | |
var team_collision_mask = 0 | |
var enemy_collision_mask = 0 | |
func calculate_raycasts() -> Array: | |
var result = [] | |
for ray in rays: | |
ray.set_enabled(true) | |
ray.force_raycast_update() | |
var distance = _get_raycast_distance(ray) | |
result.append(distance) | |
if class_sensor: | |
if team == -1: | |
var hit_class = 0 | |
if ray.get_collider(): | |
var hit_collision_layer = ray.get_collider().collision_layer | |
hit_collision_layer = hit_collision_layer & collision_mask | |
hit_class = (hit_collision_layer & boolean_class_mask) > 0 | |
result.append(hit_class) | |
else: | |
var hit_categories = [0,0] | |
var collider = ray.get_collider() | |
if collider: | |
var hit_collision_layer = collider.collision_layer | |
hit_categories[0] = (hit_collision_layer & team_collision_mask) > 0 | |
hit_categories[1] = (hit_collision_layer & enemy_collision_mask) > 0 | |
result.append_array(hit_categories) | |
ray.set_enabled(false) | |
return result | |