-func _ready() -> void:
- if last_movement_direction:
- last_movement_direction = last_movement_direction.normalized()
- else:
- last_movement_direction = Vector3.BACK.rotated(Vector3.UP, global_rotation.y)
-
- hurtbox.weapon = weapon
- hurtbox.is_attacking = true
- hurtbox.set_collision_layer(collision_layer)
- hurtbox.set_collision_mask(collision_mask)
- _origin = global_position
-
- # TODO: if projectile gets reflected, this must be recalculated!
- var target_angle := Vector3.BACK.signed_angle_to(last_movement_direction, Vector3.UP)
- global_rotate(Vector3.UP, target_angle)