extends Enemy class_name Boss @export_range(0.1, 15, 0.05, "or_greater") var disableTime : float @export var projectileScene : PackedScene func attack() -> bool: if super.attack(): # already attacked TheCube return true var towerTargets : Array[Node3D] = targets.filter(func(b): return b is Tower) if $AttackCooldown.is_stopped() && not towerTargets.is_empty(): var projectile : Projectile = projectileScene.instantiate() projectile.amount = disableTime projectile.shoot(towerTargets[0], global_position) targets.erase(towerTargets[0]) $AttackCooldown.start() return true return false