class_name Main extends Node @onready var player_holder: Node = $Players @onready var _player_spawner: MultiplayerSpawner = $PlayerSpawner func _ready() -> void: _player_spawner.spawned.connect(_on_player_spawner_spawned) _player_spawner.despawned.connect(_on_player_spawner_despawned) Referencer.main = self func _exit_tree() -> void: Referencer.main = null func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("menu") and Inputer.can_control_player(): get_tree().quit() func _on_player_spawner_spawned(node: Node) -> void: if node is not Player: return var player := node as Player print("Spawned player ", Networker.player_name(int(str(player.name)))) func _on_player_spawner_despawned(node: Node) -> void: if node is not Player: return var player := node as Player print("Despawned player ", Networker.player_name(int(str(player.name))))