extends BulletBase class_name WoodBullet var speedV2: Vector2 = Vector2.ZERO var shooted: bool = false @onready var mother: Node2D = $%mother @onready var daoli: Node2D = $%daoli func spawn(): speedV2 = Vector2.from_angle(rotation) * 10 func ai(): mother.global_rotation = 0 daoli.global_rotation = 0 if is_instance_valid(launcher.currentFocusedBoss): speedV2 += (launcher.currentFocusedBoss.position - launcher.position).normalized() * 1.0 speed = speedV2.length() / 2.0 rotation = speedV2.angle() PresetBulletAI.forward(self , rotation) if !shooted && launcher.currentFocusedBoss.position.distance_to(daoli.global_position) < 200: animator.play("xiangkan") for i in randf_range(2, 6): for bullet in BulletBase.generate( ComponentManager.getBullet("Diamond"), launcher, daoli.global_position + MathTool.sampleInCircle(20), 0 ): if bullet is Diamond: bullet.look_at(launcher.currentFocusedBoss.position) bullet.rotation += deg_to_rad(180) bullet.rotation += deg_to_rad(randf_range(-1, 1) * 45) shooted = true