extends Node3D

@export var speed: int = 0 
@export var damage: int = 0
@onready var mesh = $RigidBody3D/MeshInstance3D
@onready var rigid_body_3d: RigidBody3D = $RigidBody3D
@onready var ray = $RigidBody3D/RayCast3D
@onready var particles = $GPUParticles3D

# Called when the node enters the scene tree for the first time.
func _ready() -> void:
	set_multiplayer_authority(1)
	pass # Replace with function body.


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
	var time_per_frame: float = 1 / Engine.get_frames_per_second()
	var distance: float = time_per_frame * speed * 1.5
	ray.target_position.z = distance
	position += transform.basis * Vector3(0, 0, speed) * delta
	rigid_body_3d.set_use_continuous_collision_detection(true)
	#ray.collision_mask = 1
	#ray.enabled = 1
	if ray.is_colliding():
		var collider = ray.get_collider()
		if collider != null and collider.is_in_group("target"):
			ray.get_collider().hit(damage)
		if collider != null and not collider.is_in_group("ghost"):
			queue_free()
		rigid_body_3d.visible = false
		particles.emitting = true

func _on_timer_timeout():
	queue_free()