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GDScript3
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extends Control
@onready var player_lbl: Label = $vbox/hbox/hbox/player_lbl
@onready var active_lbl: Label = $vbox/hbox/hbox/active_lbl
@onready var reset_bttn: Button = $vbox/hbox/hbox2/reset_bttn
func _ready() -> void:
setup_signals()
setup_multiplayer()
MessageBus.emit_local("update_active_lbl", null)
func setup_signals() -> void:
MessageBus.subscribe("update_active_lbl", _on_update_active_lbl)
func setup_multiplayer() -> void:
player_lbl.text = Globals.game_data.player_id
if not Globals.multiplayer_data.is_multiplayer_active: return
reset_bttn.pressed.disconnect(_on_reset_bttn_pressed)
reset_bttn.visible = false
func _on_update_active_lbl() -> void:
active_lbl.visible = \
Globals.multiplayer_data.current_turn_player_id == multiplayer.get_unique_id()
func _on_reset_bttn_pressed() -> void:
Globals.game_state.reload_scene.emit()