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extends EntityBase
class_name DeepseaEntity
func register():
fields[FieldStore.Entity.MAX_HEALTH] = 2000
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.9
fields[FieldStore.Entity.OFFSET_SHOOT] = 2
attackCooldownMap[0] = 2000
attackCooldownMap[1] = 5000
func ai():
PresetEntityAI.follow(self , currentFocusedBoss)
for i in 2:
tryAttack(i)
func attack(type: int):
if type == 0:
BulletBase.generate(ComponentManager.getBullet("Cement"), self , position, deg_to_rad(randf_range(0, 360)))
elif type == 1:
for i in 3:
BulletBase.generate(ComponentManager.getBullet("Wood"), self , position, position.angle_to_point(currentFocusedBoss.position) + i * deg_to_rad(20))
return true