class_name PlayerAiming extends RefCounted @export var _controller_aim_offset: float = 6 @export var _vertical_aim_aspect: float = 1.5 var aim_offset: Vector3 var aim_input: Vector2 var _floor_height: float func controller_aiming(move_input: Vector2) -> void: if Inputer.mode != Inputer.Mode.CONTROLLER: return aim_input = Input.get_vector("aim_left", "aim_right", "aim_up", "aim_down") if aim_input.length() == 0 and move_input.length() == 0: return var input := (aim_input if aim_input.length() > 0 else move_input).normalized() var aim_direction := Vector3(input.x, 0, input.y * _vertical_aim_aspect) aim_offset = ( aim_direction.rotated(Vector3.UP, Referencer.main_camera.rotation.y) * _controller_aim_offset ) func mouse_aiming( mouse_pos: Vector2, player_position: Vector3, is_on_floor: bool ) -> void: if Inputer.mode != Inputer.Mode.KB_MOUSE: return var position_y := player_position.y if is_on_floor: _floor_height = player_position.y player_position.y = _floor_height var aim_position := _mouse_project(mouse_pos, _floor_height + Projectile.HEIGHT) aim_offset = aim_position - player_position aim_offset.y = 0 aim_position.y = position_y func _mouse_project(mouse_pos: Vector2, height: float) -> Vector3: 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