## 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 guaranteed to exist. extends Node var Options : OptionsEventsObject var NationManagementScreens : NationManagementScreensEventsObject func _init() -> void: Options = OptionsEventsObject.new() NationManagementScreens = NationManagementScreensEventsObject.new()