extends BulletBase class_name InfinitySwordBullet var implused: Array[EntityBase] = [] var rate2: float = 0 func spawn(): CameraManager.shake(2000, 100) func ai(): PresetBulletAI.forward(self , rotation) func succeedToHit(_dmg: float, entity: EntityBase): if implused.has(entity): return else: implused.append(entity) entity.impluse(Vector2.from_angle(rotation) * 1500) var eff = EffectController.create(ComponentManager.getEffect("ShootBlood"), entity.position) eff.particles.hide() eff.shot() func hitBullet(bullet: BulletBase): if !is_instance_valid(launcher): return if BulletTool.canDamage(bullet, launcher): baseDamage *= rate2 ** bullet.getDamage() InternalDamageBullet.generateBall(launcher, bullet.launcher, sqrt(baseDamage))