batrix/scripts/globals/cursor.gd
2025-02-27 03:39:49 +10:00

50 lines
1.5 KiB
GDScript

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
@onready var _arrow: Control = $CursorBase/CursorArrow
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 := Referencer.player
var cursor_pos_world := player.attack.global_position + player.aiming.aim_offset
var cursor_pos_screen := Referencer.main_camera.unproject_position(cursor_pos_world)
_base.position = (
cursor_pos_screen.clamp(Vector2.ZERO, get_viewport().get_visible_rect().size)
- _base.size / 2
)
_side = lerpf(
_side,
(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, _side)
)
var arrow_rotation_point_screen := Referencer.main_camera.unproject_position(
cursor_pos_world + aim_offset_normalized
)
_bat.rotation = cursor_pos_screen.angle_to_point(bat_rotation_point_screen)
_arrow.rotation = cursor_pos_screen.angle_to_point(arrow_rotation_point_screen)