5 @export var speed := 20.0
6 @export var max_range := 30.0
8 var last_movement_direction: Vector3
10 var collision_layer: int = 1
11 var collision_mask: int = 1
15 @onready var hurtbox: Hurtbox = $Model/Hurtbox
18 func _ready() -> void:
19 if not last_movement_direction:
20 last_movement_direction = Vector3.BACK.rotated(Vector3.UP, rotation.y)
21 hurtbox.weapon = weapon
22 hurtbox.is_attacking = true
23 hurtbox.set_collision_layer(collision_layer)
24 hurtbox.set_collision_mask(collision_mask)
25 _origin = global_position
28 func _process(delta: float) -> void:
29 if (global_position - _origin).length() > max_range:
32 global_position = lerp(
34 global_position + speed * last_movement_direction.normalized(),