diff --git a/src/ui/game_screen.cpp b/src/ui/game_screen.cpp index 2f74f899..ba2465f1 100644 --- a/src/ui/game_screen.cpp +++ b/src/ui/game_screen.cpp @@ -2873,7 +2873,7 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) { } - // Cursor affordance: show hand cursor over interactable game objects. + // Cursor affordance: show hand cursor over interactable entities. if (!io.WantCaptureMouse) { auto* renderer = core::Application::getInstance().getRenderer(); auto* camera = renderer ? renderer->getCamera() : nullptr; @@ -2884,17 +2884,21 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) { float screenH = static_cast(window->getHeight()); rendering::Ray ray = camera->screenToWorldRay(mousePos.x, mousePos.y, screenW, screenH); float closestT = 1e30f; - bool hoverInteractableGo = false; + bool hoverInteractable = false; for (const auto& [guid, entity] : gameHandler.getEntityManager().getEntities()) { - if (entity->getType() != game::ObjectType::GAMEOBJECT) continue; + bool isGo = (entity->getType() == game::ObjectType::GAMEOBJECT); + bool isUnit = (entity->getType() == game::ObjectType::UNIT); + bool isPlayer = (entity->getType() == game::ObjectType::PLAYER); + if (!isGo && !isUnit && !isPlayer) continue; + if (guid == gameHandler.getPlayerGuid()) continue; // skip self glm::vec3 hitCenter; float hitRadius = 0.0f; bool hasBounds = core::Application::getInstance().getRenderBoundsForGuid(guid, hitCenter, hitRadius); if (!hasBounds) { - hitRadius = 2.5f; + hitRadius = isGo ? 2.5f : 1.8f; hitCenter = core::coords::canonicalToRender(glm::vec3(entity->getX(), entity->getY(), entity->getZ())); - hitCenter.z += 1.2f; + hitCenter.z += isGo ? 1.2f : 1.0f; } else { hitRadius = std::max(hitRadius * 1.1f, 0.8f); } @@ -2902,10 +2906,10 @@ void GameScreen::processTargetInput(game::GameHandler& gameHandler) { float hitT; if (raySphereIntersect(ray, hitCenter, hitRadius, hitT) && hitT < closestT) { closestT = hitT; - hoverInteractableGo = true; + hoverInteractable = true; } } - if (hoverInteractableGo) { + if (hoverInteractable) { ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); } }