Files
mmo/scenes/player/targeting.gd
Marek Lenczewski f21e30eb55 prototype vibe
2026-04-16 17:20:57 +02:00

61 lines
2.3 KiB
GDScript

extends Node
const TARGET_RANGE := 100.0
var mouse_press_pos: Vector2 = Vector2.ZERO
@onready var player: CharacterBody3D = get_parent()
@onready var camera: Camera3D = get_parent().get_node("CameraPivot/Camera3D")
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
if hit_target and hit_target.is_in_group("tavern"):
EventBus.target_requested.emit(player, null)
return
if hit_target and (hit_target.is_in_group("enemies") or hit_target.is_in_group("portals")):
EventBus.target_requested.emit(player, hit_target)
return
EventBus.target_requested.emit(player, null)
func _cycle_target() -> void:
var enemies := get_tree().get_nodes_in_group("enemies")
var portals := get_tree().get_nodes_in_group("portals")
var targets: Array = []
for e in enemies:
if is_instance_valid(e):
targets.append(e)
for p in portals:
if is_instance_valid(p):
targets.append(p)
if targets.is_empty():
EventBus.target_requested.emit(player, null)
return
targets.sort_custom(func(a, b): return player.global_position.distance_squared_to(a.global_position) < player.global_position.distance_squared_to(b.global_position))
var current: Node3D = PlayerData.target
if current == null or current not in targets:
EventBus.target_requested.emit(player, targets[0])
return
var idx := targets.find(current)
var next_idx := (idx + 1) % targets.size()
EventBus.target_requested.emit(player, targets[next_idx])