extends Control class_name Ui signal roll_pressed func _on_roll_button_pressed() -> void: roll_pressed.emit() @onready var dice1 = $dice1 @onready var dice2 = $dice2 func set_current_throw_value(value: Array[int]) -> void: dice1.value = value[0] dice2.value = value[1] @onready var player1 = $VBoxContainer/Player @onready var player2 = $VBoxContainer/Player2 @onready var player3 = $VBoxContainer/Player3 @onready var player4 = $VBoxContainer/Player4 @onready var player5 = $VBoxContainer/Player5 var players: Array[Player] = [] func _ready() -> void: players = [player1, player2, player3, player4, player5] func update_medal() -> void: var max_score = 0 for player in players: if player.score > max_score: max_score = player.score for player in players: player.show_medal = player.score == max_score and max_score > 0 signal back_to_menu func _on_texture_rect_gui_input(event: InputEvent) -> void: if event is InputEventMouse: if event.is_pressed(): back_to_menu.emit()