extends AbstractWeapon @onready var sprite : AnimatedSprite2D = $AnimatedSprite2D @onready var cooldown_timer : Timer = $CooldownTimer @onready var shot_particles : GPUParticles2D = $ShotParticles @onready var shell_particles : GPUParticles2D = $ShellParticles func set_belonging(belonging: Belonging) -> void: super.set_belonging(belonging) sprite.play(PREFIXES[_belonging] + IDLE_POSTFIX) func shoot(ship_velocity: Vector2) -> bool: var is_shot := super.shoot(ship_velocity) if is_shot: sprite.play(PREFIXES[_belonging] + SHOT_POSTFIX) _can_shoot = false cooldown_timer.start() shot_particles.restart() shell_particles.emit_particle(Transform2D(), Vector2(), Color(), Color(), 0) return is_shot func _on_animated_sprite_2d_animation_finished() -> void: sprite.play(PREFIXES[_belonging] + IDLE_POSTFIX) func _on_cooldown_timer_timeout() -> void: _can_shoot = true