extends BulletBase class_name WuweiBullet @export var canMove: bool = true var rate2: float = 0 func ai(): if canMove: PresetBulletAI.lockLauncher(self , launcher, true) PresetBulletAI.trace(self , launcher.currentFocusedPosition, 0.1) func hitBullet(bullet: BulletBase): if !is_instance_valid(launcher): return if BulletTool.canDamage(bullet, launcher): baseDamage *= rate2 ** bullet.getDamage() func shoot(): for bullet in BulletBase.generate( ComponentManager.getBullet("InfinitySword"), launcher, position + Vector2.from_angle(rotation) * 400, rotation ): if bullet is InfinitySwordBullet: bullet.baseDamage = baseDamage bullet.rate2 = rate2 func beReady(): canMove = false EffectController.create(ComponentManager.getEffect("Danger"), findAnchor("Spawn")).shot()