batrix/scripts/globals/cursor.gd

100 lines
2.7 KiB
GDScript

extends CanvasLayer
@export var side_change_speed: float = 15
@export var screen_inset: float = 100
var _cursor_scene := preload("res://scenes/ui/cursor_base.tscn")
var _cursors: Dictionary
@onready var _single_cursor: Control = $CursorBase
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
func _process(delta: float) -> void:
if not Referencer.players or not Referencer.main_camera:
var mouse_pos := get_viewport().get_mouse_position()
_single_cursor.position = mouse_pos - _single_cursor.size / 2
_single_cursor.visible = true
return
_single_cursor.visible = false
call_deferred("_handle_cursors", delta)
func _handle_cursors(delta: float) -> void:
for player_index in range(Referencer.players_count):
_handle_cursor(player_index, delta)
func _init_player_cursor(id: int) -> void:
var cursor_node: Control = _cursor_scene.instantiate() as Control
add_child(cursor_node)
_cursors[id] = PlayerCursor.new(
cursor_node,
cursor_node.get_node("CursorBat") as Control,
cursor_node.get_node("CursorArrow") as Control
)
func _handle_cursor(player_index: int, delta: float) -> void:
var player := Referencer.players[player_index]
var id := player.get_instance_id()
if not _cursors.has(id):
_init_player_cursor(id)
return
var cursor_pos_world := player.attack.global_position + player.aiming.aim_offset
var cursor_pos_screen := Referencer.main_camera.unproject_position(cursor_pos_world)
var clamp_corner_min := Vector2.ZERO
var clamp_corner_max := get_viewport().get_visible_rect().size
if player.input_mode_is(Inputer.Mode.CONTROLLER):
clamp_corner_min += Vector2(screen_inset, screen_inset)
clamp_corner_max -= Vector2(screen_inset, screen_inset)
var cursor: PlayerCursor = _cursors[id]
cursor.base.position = (
cursor_pos_screen.clamp(clamp_corner_min, clamp_corner_max)
- cursor.base.size / 2
)
cursor.side = lerpf(
cursor.side as float,
(PI / 2.0) * (1.0 if player.attack.side == PlayerAttack.Side.LEFT else -1.0),
side_change_speed * delta
)
var aim_offset_normalized := player.aiming.aim_offset.normalized()
var bat_rotation_point_screen := Referencer.main_camera.unproject_position(
(
cursor_pos_world
+ aim_offset_normalized.rotated(Vector3.UP, cursor.side as float)
)
)
var arrow_rotation_point_screen := Referencer.main_camera.unproject_position(
cursor_pos_world + aim_offset_normalized
)
cursor.bat.rotation = cursor_pos_screen.angle_to_point(bat_rotation_point_screen)
cursor.arrow.rotation = cursor_pos_screen.angle_to_point(
arrow_rotation_point_screen
)
class PlayerCursor:
var base: Control
var bat: Control
var arrow: Control
var side: float = 0
func _init(_base: Control, _bat: Control, _arrow: Control) -> void:
base = _base
bat = _bat
arrow = _arrow