extends "res://Scenes/Enemies/Enemy.gd" enum DIRECTION {LEFT = -1, RIGHT = 1} export (DIRECTION) var WALKING_DIRECTION = DIRECTION.RIGHT onready var floorCast = $FloorCast onready var wallCast = $WallCast func _ready(): wallCast.cast_to.x *= WALKING_DIRECTION func _physics_process(delta): if wallCast.is_colliding(): global_position = wallCast.get_collision_point() var normal = wallCast.get_collision_normal() rotation = normal.rotated(deg2rad(90)).angle() else: floorCast.rotation_degrees = -MAX_SPEED * 10 * WALKING_DIRECTION * delta if floorCast.is_colliding(): global_position = floorCast.get_collision_point() var normal = wallCast.get_collision_normal() rotation = normal.rotated(deg2rad(90)).angle() else: rotation_degrees += 20 * WALKING_DIRECTION