Connected the button
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@ -15,13 +15,14 @@ func _ready() -> void:
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host_button.pressed.connect(_on_host)
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host_button.pressed.connect(_on_host)
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leave_button.pressed.connect(_on_leave)
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leave_button.pressed.connect(_on_leave)
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start_button.pressed.connect(_on_start)
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start_button.pressed.connect(_on_start)
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show_lobbies_button.pressed.connect(_on_show_lobbies)
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NetworkManager.lobby_created.connect(_on_lobby_created)
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NetworkManager.lobby_created.connect(_on_lobby_created)
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NetworkManager.lobby_joined.connect(_on_lobby_joined)
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NetworkManager.lobby_joined.connect(_on_lobby_joined)
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NetworkManager.user_joined_lobby.connect(_on_user_joined_lobby)
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NetworkManager.user_joined_lobby.connect(_on_user_joined_lobby)
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NetworkManager.user_left_lobby.connect(_on_user_left_lobby)
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NetworkManager.user_left_lobby.connect(_on_user_left_lobby)
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NetworkManager.on_game_started.connect(_on_game_started)
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NetworkManager.on_game_started.connect(_on_game_started)
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NetworkManager.lobbies_received.connect(_on_lobbies_received)
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NetworkManager.on_lobbies_received.connect(_on_lobbies_received)
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GameConsole.register_command(Command.new("update", update_ui, [], "Updates the lobby UI"))
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GameConsole.register_command(Command.new("update", update_ui, [], "Updates the lobby UI"))
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@ -36,11 +37,11 @@ func _on_leave():
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func _on_show_lobbies():
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func _on_show_lobbies():
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lobby_list_box.visible = true
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NetworkManager.get_lobbies()
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NetworkManager.get_lobbies()
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func _on_lobbies_received(these_lobbies: Array):
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func _on_lobbies_received(these_lobbies: Array):
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lobby_list_box.visible = true
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for this_lobby in these_lobbies:
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for this_lobby in these_lobbies:
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# Pull lobby data from Steam, these are specific to our example
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# Pull lobby data from Steam, these are specific to our example
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var lobby_name: String = Steam.getLobbyData(this_lobby, "name")
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var lobby_name: String = Steam.getLobbyData(this_lobby, "name")
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