extends Control signal play_card(card: Card) signal rps_move(move: String) @export var player_id: int @export var deck: Container @export var energy_label: Label @export var skip_card_prefab: PackedScene @export var support_red_card_prefab: PackedScene @export var support_green_card_prefab: PackedScene @export var monster_card_prefab: PackedScene @onready var monster_card_ui := $"MonsterCard" @onready var support1_green := $"Support1GreenCard" @onready var support2_green := $"Support2GreenCard" @onready var support2_red := $"Support2RedCard" @onready var incoming_damage_label := $"IncomingDamageLabel" var match_manager: MatchManager var show_buttons: bool var signal_connected: bool var selected_card: Control func attach(match_manager: MatchManager, show_buttons: bool = true): self.show_buttons = show_buttons self.match_manager = match_manager if !signal_connected: match_manager.state_transitioned.connect(_on_update) signal_connected = true func _ready(): monster_card_ui.visible = false support1_green.visible = false support2_green.visible = false support2_red.visible = false for child in deck.get_children(): child.queue_free() func _on_update(transition): selected_card = null for child in deck.get_children(): child.queue_free() var player: MatchPlayer = match_manager.players.get(player_id) as MatchPlayer if not player: return energy_label.text = "Energy: " + str(player.energy) if match_manager.support_cards_1.has(player): support1_green.visible = true support1_green.card = match_manager.support_cards_1[player] else: support1_green.visible = false if match_manager.support_cards_2.has(player): var card: SupportCard = match_manager.support_cards_2[player] if card.type == "green": support2_green.visible = true support2_green.card = card else: support2_red.visible = true support2_red.card = card else: support2_green.visible = false support2_red.visible = false var monster = player.monster if monster: monster_card_ui.visible = true monster_card_ui.show_monster(monster) incoming_damage_label.text = "Incoming Damage: " + str(monster.health_delta) else: monster_card_ui.visible = false if match_manager.phase in [Match.Phase.SUMMON, Match.Phase.SUPPORT_1, Match.Phase.SUPPORT_2]: if ( match_manager.phase != Match.Phase.SUMMON && show_buttons ) or ( match_manager.phase == Match.Phase.SUMMON and player.monster and player.monster.health > 0 && show_buttons ): var skip_btn:CardBase = skip_card_prefab.instantiate() skip_btn.left_clicked.connect(func (): _pop_this_card(skip_btn) play_card.emit(null)) deck.add_child(skip_btn) for card: Card in player.hand: #if match_manager.phase == Match.Phase.SUMMON and card is not MonsterCard: #continue #if (match_manager.phase == Match.Phase.SUPPORT_1 or match_manager.phase == Match.Phase.SUPPORT_2) and card is not SupportCard: #continue #if match_manager.phase == Match.Phase.SUPPORT_1 and card.type == "red": #continue if !show_buttons : continue var is_disabled = ( card is MonsterCard and match_manager.phase != Match.Phase.SUMMON ) or ( card is SupportCard and match_manager.phase != Match.Phase.SUPPORT_1 and match_manager.phase != Match.Phase.SUPPORT_2 ) or ( card is SupportCard and card.type == "red" and match_manager.phase != Match.Phase.SUPPORT_2 ) or ( card is MonsterCard and match_manager.phase == Match.Phase.SUMMON and player.monster and player.monster.health > 0 ) var btn: CardBase = null if card is MonsterCard: var monster_card:MonsterCardUI = monster_card_prefab.instantiate() monster_card.show_monster(MatchMonster.new(card, card.base_health, 0)) if !is_disabled: monster_card.left_clicked.connect(func (): _pop_this_card(monster_card) play_card.emit(card)) deck.add_child(monster_card) elif card is SupportCard and card.type == "red": btn = support_red_card_prefab.instantiate() btn.card = card deck.add_child(btn) else: btn = support_green_card_prefab.instantiate() btn.card = card deck.add_child(btn) if btn and !is_disabled: btn.left_clicked.connect(func (): _pop_this_card(btn) play_card.emit(card)) if match_manager.phase == Match.Phase.RPS: for move in ["rock", "paper", "scissors"]: if !show_buttons: continue var btn = Button.new() btn.text = move btn.button_up.connect(func (): rps_move.emit(move)) deck.add_child(btn) func _pop_this_card(control: Control): if selected_card: selected_card.size_flags_vertical = Control.SIZE_SHRINK_END control.size_flags_vertical = Control.SIZE_SHRINK_BEGIN selected_card = control