extends Projectile @onready var melee_hitbox: ShapeCast3D = $MeleeHitbox func _over_ride_collision(_camera_collision:Array, _damage: float): melee_hitbox.force_shapecast_update() var colliders = melee_hitbox.get_collision_count() for c in colliders: var Target = melee_hitbox.get_collider(c) if Target.is_in_group("Target") and Target.has_method("Hit_Successful"): Hit_Successfull.emit() var Direction = (Target.global_transform.origin - global_transform.origin).normalized() var Position = melee_hitbox.get_collision_point(c) Target.Hit_Successful(_damage, Direction, Position) queue_free()