batrix/scripts/player/player_aiming.gd
2025-02-27 03:09:30 +10:00

60 lines
1.5 KiB
GDScript

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