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## 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()