extends CanvasLayer @export var side_change_speed: float = 15 var _side: float @onready var _base: Control = $CursorBase # @onready var _circle: Control = $CursorBase/CursorCircle @onready var _bat: Control = $CursorBase/CursorBat # func _ready() -> void: # Input.mouse_mode = Input.MOUSE_MODE_HIDDEN func _process(delta: float) -> void: if not Referencer.player or not Referencer.main_camera: var mouse_pos := get_viewport().get_mouse_position() _base.position = mouse_pos - _base.size / 2 _bat.visible = false return _bat.visible = true var player_pos_world := Referencer.player.attack.global_position var player_pos_screen := Referencer.main_camera.unproject_position(player_pos_world) var cursor_pos_world := player_pos_world + Referencer.player.aiming.aim_offset var cursor_pos_screen := Referencer.main_camera.unproject_position(cursor_pos_world) _base.position = cursor_pos_screen - _base.size / 2 _side = lerpf( _side, ( (PI / 2.0) * ( 1.0 if Referencer.player.attack.side == PlayerAttack.Side.RIGHT else -1.0 ) ), side_change_speed * delta ) var angle := ( player_pos_screen.angle_to_point(_base.position + _base.size / 2) + _side ) _bat.rotation = angle