extends PanelContainer @export var players: Array[Player]: set(value): players = value update_players() @onready var list: Control = %List func _ready() -> void: #players_list_container.visible = false Network.players_changed.connect(update_players) multiplayer.peer_disconnected.connect(remove_player) func update_players(): for player in players: var control: Control = list.get_node_or_null(str(player.id)) if not control: control = preload("res://UI/PlayersListItem.tscn").instantiate() control.name = str(player.id) control.modulate = player.get_color() control.get_node("%Indicator").visible = player.id == multiplayer.get_unique_id() list.add_child(control) control.get_node("%ID").text = str(player.username) control.get_node("%ID").tooltip_text = str(player.id) control.get_node("%Score").text = str(player.income) list.move_child(control, Network.get_ordered_player_ids(players).find(player.id) + 1) func remove_player(id): # TODO: function is called twice for some reason? var node = list.get_node_or_null(str(id)) if node: list.remove_child(node) for idx in players.size(): if players[idx].id == id: players.remove_at(idx) break