extends AbstractProjectile @export_range(1, 10) var piercing: int = 1 @onready var sprite_left := $Sprite2D_Left @onready var sprite_right := $Sprite2D_Right func _ready() -> void: super._ready() _update_sprite(_velocity) func _update_sprite(velocity: Vector2) -> void: var angle := posmod(floor(rad_to_deg(velocity.angle())), 360) if angle > 90 and angle < 270: sprite_left.show() sprite_right.hide() else: sprite_left.hide() sprite_right.show() func _process_hit_for_projectile() -> void: if piercing == 0: queue_free() else: piercing -= 1