Hey, thanks for the comment @99Instances2Go So I'm creating two games from all this prototyping I'm doing. One mobile game and one PC game. Both Metroidvania style platformers. Hopefully for the PC release, I can include gamepad support and that's one of the reasons why I want a weapon wheel.
The cross hair/cursor won't be visible when you bring up the weapon wheel in the final version of the game. Right now I just have it visible in the mean time as I experiment. Maybe that is what is messing up the events from working correctly?
I'm not sure how GTA handles it's weapon switch behind the scenes but I do know it uses the mouse to scroll around the weapon wheel to select a weapon (when playing with mouse and keyboard). I do agree that the cross hair/mouse hopping around the screen for weapon select seems weird, wonky and complex. I'm not sure how GTA gets around that problem...proprietary engine?
I really want to replicate something like GTA. And the Witcher 3. Basically every game has a weapon wheel selection system like this. Mouse scroll is actually a really good idea that I forgot to think of. Naturally mouse scroll for weapons will be included on the PC version with using mouse and keyboard.
I think (just an opinion as so many) if you see the aiming cross as 'the direction it will shoot to', things will get easyer to archive. Then the aiming cross can move on a fixed circle arround the player. Effectively show direction the player is shooting towards. Now it is easy to snap that aiming cross back to that place after un-showing the wheel.
And use a controlled aiming cross to represent the direction that one shoots to.
Hey sorry, I don't think I understand. Do you think you can elaborate a bit?