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author Hop311 <Hop3114@gmail.com>2024-02-19 21:35:07 +0100
committer GitHub <noreply@github.com>2024-02-19 21:35:07 +0100
commit275cfbb62fe69828aeb9968110ad822447322a4e (patch)
tree15fe433ba9259623e2cb90a0ea7ae6a5c2f364b8 /game/src/Game/Autoload/Events.gd
parente4de451ce753dd8786546b9e2c94c579c8dab52e (diff)
parent1455861632cd50f48f6e8ef8c50004087eff36f1 (diff)
Merge pull request #202 from OpenVicProject/nation-management-screens
Basic Nation Management Screen framework
Diffstat (limited to 'game/src/Game/Autoload/Events.gd')
-rw-r--r--game/src/Game/Autoload/Events.gd6
1 files changed, 4 insertions, 2 deletions
diff --git a/game/src/Game/Autoload/Events.gd b/game/src/Game/Autoload/Events.gd
index 4f38f61..091a122 100644
--- a/game/src/Game/Autoload/Events.gd
+++ b/game/src/Game/Autoload/Events.gd
@@ -1,9 +1,11 @@
## Events are exclusively for the purpose of handling global signals
## This is to reduce "signal bubbling" which is when a signal callback is used to "bubble" the signal callbacks up the scene tree.
-## It does such by providing a global interface of signals that are connected to and emitted by that are garunteed to exist.
+## It does such by providing a global interface of signals that are connected to and emitted by that are guaranteed to exist.
extends Node
-var Options: OptionsEventsObject
+var Options : OptionsEventsObject
+var NationManagementScreens : NationManagementScreensEventsObject
func _init() -> void:
Options = OptionsEventsObject.new()
+ NationManagementScreens = NationManagementScreensEventsObject.new()