extends EntityBase class_name Bear # 攻击方式模仿泰拉瑞亚光之女皇 func register(): fields[FieldStore.Entity.MAX_HEALTH] = 2000 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.25 attackCooldownMap[0] = 100 attackCooldownMap[1] = 100 func spawn(): texture.play("walk") func ai(): PresetEntityAI.follow(self, currentFocusedBoss, 0) tryAttack(0) tryAttack(1) func attack(type): var weaponPos = findWeaponAnchor("normal") if type == 0: for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/ArrowSeven.tscn"), self, weaponPos, deg_to_rad(randf_range(0, 360))): bullet.tracer = currentFocusedBoss elif type == 1: for bullet in BulletBase.generate(preload("res://components/Bullets/BossAttack/Bear/SunDance.tscn"), self, weaponPos, deg_to_rad(randf_range(0, 360))): bullet.damage = 1 return true