extends BulletBase class_name PipeBullet var energy: float = 0 func ai(): PresetBulletAI.forward(self, rotation) texture.rotation += initialSpeed * (1 - lifeTimePercent()) / 100 speed = initialSpeed * (1 - lifeTimePercent()) baseDamage = energy func destroy(_beacuseMap: bool): EffectController.create(ComponentManager.getEffect("PipeFall"), position).shot() func succeedToHit(_dmg: float, _entity: EntityBase): energy *= 0.6