inching towards better class inheritence and multiplayer compatibility
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@ -3,28 +3,27 @@ class_name CardInHand
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var stats : Card
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@export var rarity_sprite : Sprite2D
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@export var title_text: Label
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@export var damage_text_text: Label
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@export var damage_text: Label
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@export var fire_rate_text_text: Label
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@export var fire_rate_text: Label
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@export var range_text_text: Label
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@export var range_text: Label
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@export var title_text : Label
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@export var description : RichTextLabel
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func set_card(value):
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stats = value
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title_text.text = stats.title
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rarity_sprite.region_rect = Rect2(64 * stats.rarity, 0, 64, 64)
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view_weapon()
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func process_card_text(card_text : CardText) -> String:
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var processed_string = card_text.text
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for stat in card_text.attributes:
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processed_string = processed_string.replace(stat.key, str(stat.value))
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processed_string = processed_string.replace("/", "[color=red]")
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processed_string = processed_string.replace("\\", "[color=black]")
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return processed_string
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func view_weapon():
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damage_text.text = str(stats.weapon_stats.damage)
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fire_rate_text.text = str(stats.weapon_stats.fire_rate)
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range_text.text = str(stats.weapon_stats.fire_rate)
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description.text = process_card_text(stats.weapon_stats)
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func view_tower():
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damage_text.text = str(stats.tower_stats.damage)
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fire_rate_text.text = str(stats.tower_stats.fire_rate)
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range_text.text = str(stats.tower_stats.fire_rate)
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description.text = process_card_text(stats.tower_stats)
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