class_name PlayerController extends Node signal workers_discarded signal workers_kept var player_info @export var hand_position: Node2D var hand = [] var draft_picked = [] var draft_pick_amount = 0 func draft(cards, pick): draft_pick_amount = pick var xxx = (250.0 * cards.size()) / 2.0 for x in cards.size(): var card = cards[x] var ratio = float(x) / float(cards.size() - 1) var xx = lerpf(-1 * xxx, xxx, ratio) card.slide_to_position(hand_position.global_position.x + xx - 125.0, hand_position.global_position.y - 175.0, 0.0, 0.2) hand.append(card) card.card_clicked.connect(select_card) func select_card(card): if not draft_picked.has(card) and draft_picked.size() < draft_pick_amount: draft_picked.append(card) card.slide_to_position(card.position.x, card.position.y - 50.0, 0.0, 0.1) elif draft_picked.has(card): draft_picked.remove_at(draft_picked.find(card)) card.slide_to_position(card.position.x, card.position.y + 50.0, 0.0, 0.1) @rpc("call_local") func confirm_draft(): var discarded_cards = [] var kept_cards = [] for card in hand: if not draft_picked.has(card): discarded_cards.append(card.get_path()) else: kept_cards.append(card.get_path()) workers_discarded.emit(discarded_cards) workers_kept.emit(kept_cards)