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Dog-Lynx-And-HCN/scripts/Contents/Bullets/QKSword.gd
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extends BulletBase
class_name QKSwordBullet
var tracer: EntityBase
var spawnSpeed: float = 1
func register():
spawnSpeed = randf_range(0.25, 1.75)
animator.speed_scale = spawnSpeed
lifeTime /= spawnSpeed
func ai():
if is_instance_valid(tracer):
look_at(tracer.getTrackingAnchor())
if timeLived() > 1000 / spawnSpeed:
PresetBulletAI.forward(self , rotation) # 前进
hitbox.disabled = false
else:
hitbox.disabled = true
func succeedToHit(_dmg: float, entity: EntityBase):
if entity == tracer:
tryDestroy() # 只需要命中一次目标就不需要继续前进了
EffectController.create(
ComponentManager.getEffect("FooExplosion"),
entity.texture.global_position
).shot()