class_name PlayerAiming @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 var _aim_left: float var _aim_right: float var _aim_up: float var _aim_down: float func handle_input(event: InputEvent, mode: Inputer.Mode) -> void: if Referencer.players_count == 1: return if mode == Inputer.Mode.CONTROLLER and event is InputEventJoypadMotion: var motion_event := event as InputEventJoypadMotion if motion_event.is_action("aim_left"): _aim_left = motion_event.get_action_strength("aim_left") if motion_event.is_action("aim_right"): _aim_right = motion_event.get_action_strength("aim_right") if motion_event.is_action("aim_up"): _aim_up = motion_event.get_action_strength("aim_up") if motion_event.is_action("aim_down"): _aim_down = motion_event.get_action_strength("aim_down") func controller_aiming(move_input: Vector2) -> void: if Referencer.players_count == 1: aim_input = Input.get_vector( "aim_left", "aim_right", "aim_up", "aim_down", Settings.aiming_stick_deadzone ) else: aim_input = Inputer.get_vector_from_raw_strengths( _aim_left, _aim_right, _aim_up, _aim_down, Settings.aiming_stick_deadzone ) 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: 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