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