extends EntityBase class_name Hen func register(): fields[FieldStore.Entity.MAX_HEALTH] = 100 fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.3 fields[FieldStore.Entity.OFFSET_SHOOT] = 10 attackCooldownMap[0] = randi_range(2000, 5000) func spawn(): texture.play("walk") func ai(): PresetEntityAI.follow(self , currentFocusedBoss, 300) tryAttack(0) func attack(type): if type == 0: var weaponPos = findWeaponAnchor("normal") BulletBase.generate(ComponentManager.getBullet("Star"), self , weaponPos, (currentFocusedBoss.position - position).angle()) return true