add cursor bat indicator rotation perspective adjustment
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359f9402bc
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@ -121,7 +121,7 @@ bones/6/rotation = Quaternion(-0.0323581, 2.46001e-07, 8.00608e-09, 0.999476)
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bones/7/rotation = Quaternion(0.123965, -2.40098e-07, -2.92456e-09, 0.992287)
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bones/7/scale = Vector3(1, 1, 1)
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bones/8/rotation = Quaternion(-0.0917916, -2.67583e-15, 2.18848e-08, 0.995778)
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bones/9/position = Vector3(-0.074, 0.011816, 0.0814253)
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bones/9/position = Vector3(-0.0739514, 0.0118088, 0.0814874)
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bones/9/rotation = Quaternion(1.15202e-07, 0.707107, 0.707107, -5.33851e-08)
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bones/9/scale = Vector3(1, 1, 1)
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bones/21/rotation = Quaternion(0.19747, 0.678974, 0.678974, -0.19747)
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@ -135,7 +135,7 @@ bones/45/scale = Vector3(1, 1, 1)
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bones/46/rotation = Quaternion(-0.0181733, 2.38379e-07, 1.14098e-08, 0.999835)
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bones/47/rotation = Quaternion(-1.20807e-07, 0.993087, -0.117383, 7.85287e-07)
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bones/49/rotation = Quaternion(-0.034235, -3.57418e-07, 8.86969e-08, 0.999414)
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bones/50/rotation = Quaternion(-0.0339231, -0.706293, -0.706293, 0.0339231)
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bones/50/rotation = Quaternion(-0.0755608, -0.703058, -0.703058, 0.0755608)
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bones/51/rotation = Quaternion(0.403888, -2.98082e-07, -3.85178e-07, 0.914808)
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bones/51/scale = Vector3(1, 1, 1)
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bones/52/rotation = Quaternion(-0.512846, 3.82068e-07, 4.27952e-07, 0.858481)
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@ -8,8 +8,9 @@ var _side: float
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# @onready var _circle: Control = $CursorBase/CursorCircle
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@onready var _bat: Control = $CursorBase/CursorBat
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# func _ready() -> void:
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# Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
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func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
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func _process(delta: float) -> void:
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@ -20,25 +21,25 @@ func _process(delta: float) -> void:
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return
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_bat.visible = true
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var player_pos_world := Referencer.player.attack.global_position
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var player_pos_screen := Referencer.main_camera.unproject_position(player_pos_world)
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var cursor_pos_world := player_pos_world + Referencer.player.aiming.aim_offset
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var player := Referencer.player
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var cursor_pos_world := player.attack.global_position + player.aiming.aim_offset
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var cursor_pos_screen := Referencer.main_camera.unproject_position(cursor_pos_world)
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_base.position = cursor_pos_screen - _base.size / 2
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_side = lerpf(
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_side,
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(
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(PI / 2.0)
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* (
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1.0
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if Referencer.player.attack.side == PlayerAttack.Side.RIGHT
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else -1.0
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)
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),
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(PI / 2.0) * (1.0 if player.attack.side == PlayerAttack.Side.LEFT else -1.0),
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side_change_speed * delta
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)
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var angle := (
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player_pos_screen.angle_to_point(_base.position + _base.size / 2) + _side
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var rotation_point_world := (
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cursor_pos_world
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+ player.aiming.aim_offset.normalized().rotated(Vector3.UP, _side)
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)
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var rotation_point_screen := Referencer.main_camera.unproject_position(
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rotation_point_world
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)
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var angle := cursor_pos_screen.angle_to_point(rotation_point_screen)
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_bat.rotation = angle
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