extends BulletBase class_name QKSwordBullet var tracer: EntityBase var spawnSpeed: float = 1 func register(): spawnSpeed = randf_range(0.25, 1.75) animator.speed_scale = spawnSpeed lifeTime /= spawnSpeed func ai(): if is_instance_valid(tracer): look_at(tracer.getTrackingAnchor()) if timeLived() > 1000 / spawnSpeed: PresetBulletAI.forward(self , rotation) # 前进 hitbox.disabled = false else: hitbox.disabled = true func succeedToHit(_dmg: float, entity: EntityBase): if entity == tracer: tryDestroy() # 只需要命中一次目标就不需要继续前进了 EffectController.create( ComponentManager.getEffect("FooExplosion"), entity.texture.global_position ).shot()