void EnemyEntity::Start()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    AnimationSet2D* animationSet = cache->GetResource<AnimationSet2D>("Urho2D/tortuga2.scml");
    if (!animationSet)
        return;

    AnimatedSprite2D* animatedSprite = node_->CreateComponent<AnimatedSprite2D>();
    animatedSprite->SetLayer(2);
    // Set animation
    animatedSprite->SetAnimationSet(animationSet);
    animatedSprite->SetAnimation("walk");
    animatedSprite->SetSpeed(1.0f);

    RigidBody2D* bodysprite = node_->CreateComponent<RigidBody2D>();
    bodysprite->SetBodyType(BT_DYNAMIC);
    bodysprite->SetFixedRotation(true);
    //bodysprite->SetBullet(false);
    //bodysprite->SetLinearVelocity(Vector2::ZERO);
    CollisionCircle2D* circle = node_->CreateComponent<CollisionCircle2D>();
    // Set radius
    circle->SetRadius(1.2f);
    circle->SetDensity(1.0f);
    circle->SetFriction(0.4f);
    circle->SetRestitution(0.0f);
    circle->SetCenter(0,0.35f);
    circle->SetCategoryBits(8192);
    circle->SetMaskBits(65533);

    vel = Vector2(-2.0f,0);
}
void EnemyEntity::Shoot()
{
    ResourceCache* cache = GetSubsystem<ResourceCache>();

    Sprite2D* bulletSprite = cache->GetResource<Sprite2D>("Urho2D/bullet2.png");
    if (!bulletSprite)
        return;

	SharedPtr<Node> bulletNode_(GetScene()->CreateChild("e_bullet"));
	bulletNode_->SetPosition2D(node_->GetPosition2D());
	//bulletNode_->SetDirection(Vector3(dir.x_,-dir.y_,0));
	StaticSprite2D* staticSprite = bulletNode_->CreateComponent<StaticSprite2D>();
	staticSprite->SetSprite(bulletSprite);
	staticSprite->SetLayer(6 * 10);

	RigidBody2D* bulletBody = bulletNode_->CreateComponent<RigidBody2D>();
    bulletBody->SetBodyType(BT_DYNAMIC);
    bulletBody->SetFixedRotation(true);
    bulletBody->SetBullet(true);

    CollisionCircle2D* circleshape = bulletNode_->CreateComponent<CollisionCircle2D>();
    circleshape->SetRadius(0.08f);
    circleshape->SetDensity(1.0f);
    circleshape->SetFriction(0.0f);
    circleshape->SetRestitution(0.0f);
    circleshape->SetMaskBits(57340);
    circleshape->SetCategoryBits(2);

	bulletNode_->CreateComponent<BulletEntity>();

	Node* nodebullet2 = bulletNode_->Clone();
	Node* nodebullet3 = bulletNode_->Clone();
	Node* nodebullet4 = bulletNode_->Clone();

    nodebullet2->GetComponent<RigidBody2D>()->ApplyLinearImpulse(Vector2(0.030f,0.13f),node_->GetPosition2D(),true );
    nodebullet3->GetComponent<RigidBody2D>()->ApplyLinearImpulse(Vector2(-0.02f,0.13f),node_->GetPosition2D(),true );
    nodebullet4->GetComponent<RigidBody2D>()->ApplyLinearImpulse(Vector2(-0.030f,0.13f),node_->GetPosition2D(),true );
	bulletBody->ApplyLinearImpulse(Vector2(0.02f,0.13f),node_->GetPosition2D(),true );
}