| 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 | |