extends RayCast2D @onready var carrier = get_parent() @export var attack_cooldown : float = 1 @export var bullet_scene : PackedScene var attack_timer = 0 func _process(delta: float) -> void: attack_timer -= delta target_position = carrier.player.global_position-global_position if not is_colliding() and attack_timer < 0: var new_bullet = bullet_scene.instantiate() new_bullet.hostile = true new_bullet.direction = global_position.direction_to(carrier.player.global_position) new_bullet.global_position = global_position new_bullet.damage = carrier.player.incoming_damage new_bullet.speed = 5 get_tree().root.add_child(new_bullet) attack_timer = attack_cooldown