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