add projectiles
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@@ -1,6 +1,8 @@
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class_name DebugCollisionShapes
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extends RefCounted
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const MARGIN = 0.01
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var _mesh_nodes: Array[MeshInstance3D] = []
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@@ -21,32 +23,32 @@ func init(children: Array[Node], parent: Node, material: Material) -> void:
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if shape_node.shape is CapsuleShape3D:
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var shape := shape_node.shape as CapsuleShape3D
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var mesh := CapsuleMesh.new()
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mesh.radius = shape.radius
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mesh.height = shape.height
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mesh.radius = shape.radius + MARGIN
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mesh.height = shape.height + MARGIN
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mesh.radial_segments = 8
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mesh.rings = 1
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mesh_node.mesh = mesh
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if shape_node.shape is SphereShape3D:
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var shape := shape_node.shape as SphereShape3D
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var mesh := SphereMesh.new()
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mesh.radius = shape.radius
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mesh.height = shape.radius * 2
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mesh.radius = shape.radius + MARGIN
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mesh.height = shape.radius * 2 + MARGIN
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mesh.radial_segments = 8
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mesh.rings = 4
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mesh_node.mesh = mesh
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if shape_node.shape is CylinderShape3D:
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var shape := shape_node.shape as CylinderShape3D
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var mesh := CylinderMesh.new()
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mesh.top_radius = shape.radius
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mesh.bottom_radius = shape.radius
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mesh.height = shape.height
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mesh.top_radius = shape.radius + MARGIN
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mesh.bottom_radius = shape.radius + MARGIN
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mesh.height = shape.height + MARGIN
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mesh.radial_segments = 8
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mesh.rings = 0
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mesh_node.mesh = mesh
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mesh_node.material_override = material
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mesh_node.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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mesh_node.visible = false
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mesh_node.visible = Debugger.mode == Debugger.Mode.FULL
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parent.add_child(mesh_node)
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mesh_node.global_transform = (child as Node3D).global_transform
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_mesh_nodes.append(mesh_node)
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