extends Line2D @export var target_shield = false func _ready(): $ShapeCast2D.target_position = $"..".linear_velocity * 1000 $ShapeCast2D.force_shapecast_update() func _physics_process(delta): #global_rotation = $"..".linear_velocity.angle() $ShapeCast2D.target_position = to_local($"..".linear_velocity * 1000) if $ShapeCast2D.get_collider(0) != null and ["Player", "Shield" if target_shield else "None"].has($ShapeCast2D.get_collider(0).name): points[1] = to_local($ShapeCast2D.get_collision_point(0)) visible = true else: visible = false