class_name EnvironmentManager extends Node3D var hand_associations: Dictionary[String, PlayerHand] # In gameplay order #var hand_associations: Dictionary[int, PlayerHandAssociation] var _own_client_id: String @export var own_player_hand: PlayerHand ## Positions for hands in 3-player game (starting from player 2). @export var hand_markers_3: Array[Marker3D] ## Positions for hands in 4-player game (starting from player 2). @export var hand_markers_4: Array[Marker3D] ## Positions for hands in 5-player game (starting from player 2). @export var hand_markers_5: Array[Marker3D] ## Positions for hands in 6-player game (starting from player 2). @export var hand_markers_6: Array[Marker3D] @export var player_hand_scene: PackedScene func _on_web_client_tcp_client_order_received(client_ids: Array[String]) -> void: var marker_positions: Array[Marker3D] match client_ids.size(): 3: marker_positions = hand_markers_3 4: marker_positions = hand_markers_4 5: marker_positions = hand_markers_5 6: marker_positions = hand_markers_6 var own_index: int = client_ids.find(_own_client_id) var new_ids: Array[String] if own_index == 0: # no change necessary! new_ids = client_ids elif own_index == client_ids.size() - 1: # you are at the end of the array new_ids = client_ids # take away own client id new_ids.erase(_own_client_id) # add it to the start of the array new_ids.insert(0, _own_client_id) else: # you are somewhere in the middle of the array # create array with you at the start new_ids = client_ids.slice(own_index) # add the rest of the original array new_ids.append_array(client_ids.slice(0, own_index)) for index in new_ids.size(): var hand: PlayerHand if client_ids[index] == _own_client_id: hand = own_player_hand else: hand = player_hand_scene.instantiate() self.add_child(hand) var reference_marker = marker_positions[index - 1] hand.global_position = reference_marker.global_position hand.global_rotation = reference_marker.global_rotation #hand_associations[index] = PlayerHandAssociation.new( #client_ids[index], #hand.get_path(), #) hand_associations[client_ids[index]] = hand func _on_web_client_tcp_received_client_id(client_id: String) -> void: _own_client_id = client_id func _on_web_client_tcp_cards_received(cards: Dictionary) -> void: for client_id in cards.keys(): var card_ids: Array[int] card_ids.assign(cards[client_id]) hand_associations[client_id].add_cards(card_ids, client_id)