using Godot; namespace Cirno.Scripts.Components.Actors; public partial class PlayerCrosshairProvider : Node2D { [Export] public AnimatedSprite2D AnimatedSprite { get; private set; } [Export] public float CrosshairDistance { get; private set; } public void UpdatePosition(Vector2 facingDirection) { AnimatedSprite.Position = CalculateCrosshairPosition(facingDirection); } private Vector2 CalculateCrosshairPosition(Vector2 facingDirection) { return facingDirection * CrosshairDistance; } // public void Show() // { // AnimatedSprite.Show(); // } // // public void Hide() // { // AnimatedSprite.Hide(); // } }