extends BulletBase class_name QKSwordBullet var tracer: EntityBase var attackedTracer: bool = false func ai(): if is_instance_valid(tracer) && !attackedTracer: look_at(tracer.getTrackingAnchor()) if timeLived() > 1000: PresetBulletAI.forward(self , rotation) # 前进 hitbox.disabled = false else: hitbox.disabled = true func succeedToHit(_dmg: float, entity: EntityBase): if entity == tracer: attackedTracer = true # 只需要命中一次目标就不需要继续前进了 EffectController.create( ComponentManager.getEffect("CatBoom"), entity.texture.global_position ).shot()