extends EntityBase func register(): fields[FieldStore.Entity.MAX_HEALTH] = 120 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.2 fields[FieldStore.Entity.OFFSET_SHOOT] = 0 attackCooldownMap[0] = randi_range(1000, 3000) func spawn(): texture.play("walk") func ai(): PresetEntityAI.follow(self , currentFocusedBoss, 300) tryAttack(0) func attack(type): if type == 0: var weaponPos = findWeaponAnchor("normal") var angle = weaponPos.angle_to_point(currentFocusedBoss.position) BulletBase.generate(ComponentManager.getBullet("DogCircle"), self , weaponPos, angle) return true