extends BulletBase class_name ChainGunBullet var count: int = 0 var splits: float = 0 var cycleRate: float = 0 var cycleCount: float = 0 @onready var anchor: Node2D = $"%anchor" func spawn(): for i in count: for bullet in BulletBase.generate( ComponentManager.getBullet("PurpleCrystalSmall"), launcher, anchor.global_position, rotation + deg_to_rad(splits * randf_range(-1, 1)) ): if bullet is PurpleCrystalBullet: var dir = Vector2.from_angle(bullet.rotation).rotated(deg_to_rad(-90)) bullet.baseDamage = baseDamage bullet.position += dir * (count - i * 2) * 10 / 2 bullet.penerate += penerate bullet.cycleRate = cycleRate bullet.cycleCount = cycleCount func ai(): PresetBulletAI.lockLauncher(self , launcher, true)