class_name WeaponBase extends Node2D @export var attack_cd: float @export var attack_damage: float @export var attack_aoe: float @export var attack_duration: float @export var attack_range: float @onready var active_cd_timer: Timer = $ActiveCDTimer func _on_attack_cd_timer_timeout() -> void: do_attack() func do_attack() -> void: push_error("%s does not implement do_attack" % self) func do_active() -> void: if not active_cd_timer.is_stopped(): return active_cd_timer.start() _do_active() func _do_active() -> void: push_error("%s does not implement do_active" % self) func find_target_in_radius() -> EnemyBase: var space_state: PhysicsDirectSpaceState2D = get_world_2d().direct_space_state var shape := CircleShape2D.new() shape.radius = attack_range var query := PhysicsShapeQueryParameters2D.new() query.shape = shape query.transform = Transform2D(0, global_position) query.collision_mask = 2 query.collide_with_bodies = true var results := space_state.intersect_shape(query) if len(results) < 1: return null var closest: PhysicsBody2D = results[0]["collider"] for r in results: var c: PhysicsBody2D = r["collider"] if not c.is_in_group(GlobalConst.GROUP_ENEMY): continue if ( c.global_position.distance_to(global_position) < closest.global_position.distance_to(global_position) ): closest = c return closest