batrix/scripts/player/player_aiming.gd
2025-03-03 21:01:46 +10:00

85 lines
2.4 KiB
GDScript

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