extends BulletBase class_name Volcano @onready var textureSword: Sprite2D = $%textureSword @onready var anchor: Node2D = $%anchor var rotates: float = 0 func register(): animator.speed_scale = launcher.fields.get(FieldStore.Entity.ATTACK_SPEED) func ai(): PresetBulletAI.lockLauncher(self, launcher, true) rotation = lerp_angle( rotation, position.angle_to_point(get_global_mouse_position()), rotates ) func generateShadow(): for i in BulletBase.generate( ComponentManager.getBullet("VolcanoShadow"), launcher, textureSword.global_position, anchor.global_rotation, false, false, true, true ): if i is VolcanoShadow: i.damage = damage