extends Node3D class_name Projectile @export var speed = 40 @export var damage = 10 var velocity = Vector3.ZERO var shooter = null var ProjectileImpact = preload("res://projectile_impact.tscn") var team_materials = { 0: preload("res://projectile_mat_green_team.tres"), 1: preload("res://projectile_mat_red_team.tres"), } func set_team(value): if value != -1: $MeshInstance3d.set_surface_override_material(0, team_materials[value]) func _physics_process(delta): #look_at(transform.origin + velocity.normalized(), Vector3.UP) transform.origin += velocity * delta func _on_timer_timeout(): queue_free() func _on_projectile_area_entered(area): if area is PlayerHitBox and shooter != null: shooter.hit_player(area._player) # create a cool animation #explode() queue_free() func _on_body_entered(_body): #explode() queue_free() func explode(): print("explode") var proj_impact = ProjectileImpact.instantiate() shooter.add_child(proj_impact) proj_impact.global_position = global_position proj_impact.set_as_top_level(true) func _on_area_shape_entered(_area_rid, _area, _area_shape_index, _local_shape_index): queue_free()