extends Node3D @export var player : Player @onready var sword_cursor: Node3D = $SwordCursor @onready var bow_cursor: Node3D = $BowCursor func _process(delta: float) -> void: follow_mouse() swap_models() point_from_player() func follow_mouse(): var mouse_pos = MousePos.get_mouse_world_position(00001000) if mouse_pos != null: global_position = Vector3(mouse_pos.x,.1,mouse_pos.z) func swap_models(): if Input.is_action_pressed("ranged_attack"): sword_cursor.visible = false bow_cursor.visible = true else: sword_cursor.visible = true bow_cursor.visible = false func point_from_player(): var player_pos_xz_only = Vector3(player.global_position.x,global_position.y,player.global_position.z) look_at(player_pos_xz_only, Vector3.UP)