This commit is contained in:
Marek Lenczewski
2026-04-02 16:02:24 +02:00
parent e76c66eda6
commit 47f4fe3d90
106 changed files with 434 additions and 204 deletions

114
player/targeting.gd Normal file
View File

@@ -0,0 +1,114 @@
extends Node
const TARGET_RANGE := 20.0
const COMBAT_TIMEOUT := 3.0
var current_target: Node3D = null
var mouse_press_pos: Vector2 = Vector2.ZERO
var in_combat := false
var combat_timer := 0.0
@onready var player: CharacterBody3D = get_parent()
@onready var camera: Camera3D = get_parent().get_node("CameraPivot/Camera3D")
func _ready() -> void:
EventBus.damage_dealt.connect(_on_damage_dealt)
EventBus.entity_died.connect(_on_entity_died)
EventBus.enemy_engaged.connect(_on_enemy_engaged)
func _process(delta: float) -> void:
if in_combat:
combat_timer -= delta
if combat_timer <= 0:
in_combat = false
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
mouse_press_pos = event.position
else:
var drag: float = event.position.distance_to(mouse_press_pos)
if drag < 5.0:
_try_target_under_mouse(event.position)
if event.is_action_pressed("target_next"):
_cycle_target()
func _try_target_under_mouse(mouse_pos: Vector2) -> void:
var from := camera.project_ray_origin(mouse_pos)
var to := from + camera.project_ray_normal(mouse_pos) * TARGET_RANGE
var space := player.get_world_3d().direct_space_state
var query := PhysicsRayQueryParameters3D.create(from, to)
query.collision_mask = 4
query.collide_with_areas = true
query.collide_with_bodies = false
var result := space.intersect_ray(query)
if result:
var hit_target := result.collider.get_parent() as Node3D
set_target(hit_target)
else:
set_target(null)
func _cycle_target() -> void:
var targets := get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("portals")
if targets.is_empty():
set_target(null)
return
if current_target == null or current_target not in targets:
set_target(targets[0])
return
var idx := targets.find(current_target)
var next_idx := (idx + 1) % targets.size()
set_target(targets[next_idx])
func set_target(target: Node3D) -> void:
current_target = target
EventBus.target_changed.emit(player, target)
func _on_enemy_engaged(_enemy: Node, target: Node) -> void:
if target == player:
combat_timer = COMBAT_TIMEOUT
if not in_combat:
in_combat = true
if current_target == null:
_auto_target()
func _on_damage_dealt(attacker: Node, target: Node, _amount: float) -> void:
if target == player:
combat_timer = COMBAT_TIMEOUT
if not in_combat:
in_combat = true
if current_target == null:
_auto_target()
elif attacker == player and in_combat:
combat_timer = COMBAT_TIMEOUT
func _on_entity_died(entity: Node) -> void:
if entity == current_target:
set_target(null)
if in_combat:
_auto_target(entity)
func _auto_target(exclude: Node = null) -> void:
# Priorität 1: Nächster Gegner
var enemies := get_tree().get_nodes_in_group("enemies")
var nearest: Node3D = null
var nearest_dist: float = INF
for enemy in enemies:
if is_instance_valid(enemy) and enemy != exclude:
var dist: float = player.global_position.distance_to(enemy.global_position)
if dist < nearest_dist:
nearest_dist = dist
nearest = enemy
if nearest:
set_target(nearest)
return
# Priorität 2: Nächstes Portal
var portals := get_tree().get_nodes_in_group("portals")
for p in portals:
if is_instance_valid(p) and p != exclude:
var dist: float = player.global_position.distance_to(p.global_position)
if dist < nearest_dist:
nearest_dist = dist
nearest = p
if nearest:
set_target(nearest)