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