refactor mouse aiming

This commit is contained in:
Teatov 2025-02-17 23:29:33 +10:00
parent 94cba32857
commit df37371fad
2 changed files with 13 additions and 17 deletions

View File

@ -16,7 +16,6 @@ run/main_scene="res://scenes/test.tscn"
config/use_custom_user_dir=true
config/custom_user_dir_name="Batrix"
config/features=PackedStringArray("4.3", "Forward Plus")
run/max_fps=60
boot_splash/bg_color=Color(0, 0, 0, 1)
boot_splash/show_image=false
config/icon="res://icon.svg"

View File

@ -23,7 +23,6 @@ func _ready() -> void:
func _process(_delta: float) -> void:
call_deferred("_mouse_aiming")
_process_respawning()
@ -37,31 +36,29 @@ func _physics_process(delta: float) -> void:
move_and_slide()
func _mouse_project(
mouse_pos: Vector2, player_pos: Vector3, camera: Camera3D
) -> Vector3:
var from := camera.project_ray_origin(mouse_pos)
var direction := camera.project_ray_normal(mouse_pos)
var plane := Plane(Vector3.UP, player_pos)
var intersection: Variant = plane.intersects_ray(from, direction)
if not intersection:
return Vector3.ZERO
return intersection as Vector3
func _mouse_aiming() -> void:
var mouse_pos := get_viewport().get_mouse_position()
var player_position := global_position
if is_on_floor():
_floor_height = player_position.y
player_position.y = _floor_height
var camera := Referencer.main_camera
var aim_position := _mouse_project(mouse_pos, player_position, camera)
var aim_position := _mouse_project(_floor_height)
aim_offset = aim_position - player_position
aim_position.y = global_position.y
look_at(aim_position, Vector3.UP, true)
func _mouse_project(height: float) -> Vector3:
var mouse_pos := get_viewport().get_mouse_position()
var camera := Referencer.main_camera
var from := camera.project_ray_origin(mouse_pos)
var direction := camera.project_ray_normal(mouse_pos)
var plane := Plane(Vector3.UP, height)
var intersection: Variant = plane.intersects_ray(from, direction)
if not intersection:
return Vector3.ZERO
return intersection as Vector3
func _process_respawning() -> void:
if global_position.y < _respawn_height:
global_position = _respawn_point