Scene and script for Godot that handles automatically setting offscreen indicators for enemies; at-screen-edge sprites that point toward the direction of the enemy relative to the player and allow for the player to know where enemies are, even when they cannot see the enemy.
current commit has a sprite texture resource path set based on my game repo
needs to be adjusted to the uploaded sprite texture
perhaps as part of demo project? see issue #1
Currently get_center() uses an invisible sprite, a holdover from the KCC minimap/radar implementation
(would also avoid problems of getting the top-left set anchor)
Simpler to just get the centerpoint of the indicator root ui canvas' rect2D
add const string for hardcoding what property to check as part of determining whether node is on screen or not
(default property 'visible' but using that base class property instead of (as it is in my game's implementation) something customised like 'is_onscreen' means some peculiar edge cases could arise where the base property is altered as part of another system's behaviour).
alternatively check child nodes for if there's a visibility notifier node, and use is_on_screen() method if found