extends Node2D @export var hardpoint_id: String = "HardPoint1" # Unique identifier for this hardpoint # Optional - can store a reference to the mounted weapon var mounted_weapon: Node2D = null # Method to attach a weapon to the hardpoint func attach_weapon(weapon: Node2D) -> void: mounted_weapon = weapon weapon.global_position = global_position # Set weapon position to the hardpoint position weapon.rotation = rotation # Align the weapon's rotation to the hardpoint's rotation func _draw(): draw_circle(Vector2.ZERO, 10, Color(1, 0, 0)) # Draw a red circle at the hardpoint func _ready(): add_to_group("hardpoints") # Add the hardpoint to the "hardpoints" group queue_redraw() # Redraw the visual to ensure it's updated