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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
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