extends Weapon class_name ShapecastWeapon @export var shapecast : ShapeCast3D @export var range_debug_indicator : CSGSphere3D @export var status_stats : StatusStats @export var particles : GPUParticles3D var attack_range := 0.0 func _ready() -> void: super._ready() attack_range = stats.get_attribute("Range") range_debug_indicator.radius = attack_range shapecast.shape.size.z = attack_range shapecast.target_position = -hero.camera.basis.z * (attack_range / 2.0) func _process(delta: float) -> void: super._process(delta) particles.emitting = trigger_held func shoot(): super.shoot() for index in shapecast.get_collision_count(): var target = shapecast.get_collider(index) if target: var target_hitbox = target.shape_owner_get_owner(shapecast.get_collider_shape(index)) if target_hitbox is Hitbox: hit(target, target_hitbox) if Data.preferences.display_self_damage_indicators: spawn_damage_indicator(target.sprite.global_position) networked_hit.rpc(get_tree().root.get_path_to(target), get_tree().root.get_path_to(target_hitbox)) func build_status_object() -> StatusEffect: var status = StatusEffect.new() status.stats = status_stats return status func hit(target, target_hitbox : Hitbox): target_hitbox.damage(damage) target.status_manager.add_effect(build_status_object()) @rpc("reliable") func networked_hit(target_path : String, target_hitbox_path : String): var target = get_tree().root.get_node(target_path) var target_hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox hit(target, target_hitbox) if Data.preferences.display_party_damage_indicators: spawn_damage_indicator(target.sprite.global_position)