48 lines
1.7 KiB
GDScript
48 lines
1.7 KiB
GDScript
extends Node
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const TARGET_RANGE := 20.0
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var mouse_press_pos: Vector2 = Vector2.ZERO
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@onready var player: CharacterBody3D = get_parent()
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@onready var camera: Camera3D = get_parent().get_node("CameraPivot/Camera3D")
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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mouse_press_pos = event.position
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else:
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var drag: float = event.position.distance_to(mouse_press_pos)
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if drag < 5.0:
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_try_target_under_mouse(event.position)
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if event.is_action_pressed("target_next"):
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_cycle_target()
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func _try_target_under_mouse(mouse_pos: Vector2) -> void:
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var from := camera.project_ray_origin(mouse_pos)
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var to := from + camera.project_ray_normal(mouse_pos) * TARGET_RANGE
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var space := player.get_world_3d().direct_space_state
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var query := PhysicsRayQueryParameters3D.create(from, to)
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query.collision_mask = 4
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query.collide_with_areas = true
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query.collide_with_bodies = false
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var result := space.intersect_ray(query)
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if result:
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var hit_target := result.collider.get_parent() as Node3D
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EventBus.target_requested.emit(player, hit_target)
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else:
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EventBus.target_requested.emit(player, null)
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func _cycle_target() -> void:
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var targets := get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("portals")
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if targets.is_empty():
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EventBus.target_requested.emit(player, null)
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return
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var current: Node3D = PlayerData.target
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if current == null or current not in targets:
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EventBus.target_requested.emit(player, targets[0])
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return
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var idx := targets.find(current)
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var next_idx := (idx + 1) % targets.size()
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EventBus.target_requested.emit(player, targets[next_idx])
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