extends Node2D class_name Weapon export (PackedScene) var Bullet onready var fire_point = $FirePoint onready var fire_direction = $FireDirection onready var attack_cooldown = $AttackCooldown func _ready(): GlobalSignals.connect("dexterity_change", self, "get_attack_cooldown") func _process(delta): look_at(get_global_mouse_position()) func shoot(): if !attack_cooldown.is_stopped() or Bullet == null: return var bullet_instance = Bullet.instance() var direction = (fire_direction.global_position - fire_point.global_position).normalized() GlobalSignals.emit_signal("bullet_fired", bullet_instance, fire_point.global_position, direction) attack_cooldown.start() func get_attack_cooldown(time:float): attack_cooldown.wait_time = time print(time)