extends Node3D @export var grapple_distance: float = 10 @export var grapple_speed: float = 10 @export var fire_distance: float = 100 enum State { NO_GRAPPLE, FREE, GRAPPLING } var current_state: State = State.FREE var grapple_target: Vector3 = Vector3.ZERO var bullet_inst = preload("res://prefabs/bullet.tscn") # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. func do_grapple() -> void: if Input.is_action_just_pressed("attack") and current_state == State.FREE: var space_state = get_world_3d().direct_space_state var starting_pos = global_position var ending_pos = starting_pos + grapple_distance * -global_transform.basis.z var query = PhysicsRayQueryParameters3D.create(starting_pos, ending_pos) query.collision_mask = 0x2 var result = space_state.intersect_ray(query) if result: grapple_target = result.position + global_transform.basis.z current_state = State.GRAPPLING if Input.is_action_just_released("attack") and current_state == State.GRAPPLING: current_state = State.FREE grapple_target = Vector3.ZERO #print("State ", current_state, " ", grapple_target) if current_state == State.GRAPPLING: var dir_to_target = (grapple_target - global_position).normalized() get_parent().local_velocity = dir_to_target * grapple_speed func fire_weapon() -> void: if Input.is_action_just_pressed("attack"): var space_state = get_world_3d().direct_space_state var starting_pos = global_position var ending_pos = starting_pos + fire_distance * -global_transform.basis.z var query = PhysicsRayQueryParameters3D.create(starting_pos, ending_pos) var result = space_state.intersect_ray(query) var end = ending_pos if result: print("Hit! ") if result.collider.has_method("on_hit"): result.collider.on_hit(result.position) end = result.position else: print("Miss") var bullet: Node3D = bullet_inst.instantiate() bullet.position = starting_pos bullet.target = end get_tree().get_root().add_child(bullet) bullet.look_at(end) func _physics_process(_delta: float) -> void: do_grapple() fire_weapon() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta: float) -> void: pass