extends Node @warning_ignore_start("unused_signal") ## Event bus for levels in Liberation Of Neighborville #region Field ## Emitted when entity is placed by player via seedpacket signal packet_placed(resource : SeedpacketResource) #endregion #region Entity ## Called for every entity that enters game signal entity_created(entity : Entity) ## Called for every entity that exits game signal entity_killed(context : Entity.KilledContext) ## Called for every entity that gets damage signal entity_hp_changed(context : Entity.HPChangedContext) ## Called for every entity that has layer set that enters game signal layer_entity_created(entity : Entity) ## Called for every entity that has layer set that exits game signal layer_entity_killed(entity : Entity.KilledContext) #endregion #region Seedpacket manipulation ## Called when player selects SeedpacketResource signal packet_selected(resource : SeedpacketResource) ## Called when player deselects (usually loses focus) SeedpacketResource signal packet_deselected(resource : SeedpacketResource) ## Called when selected packets are updated signal hotbar_packets_update(selected : Array[SeedpacketResource]) #endregion #region Level Running ## Called when huge wave is incoming, yet has not come signal huge_wave_coming ## Called when huge wave has come signal huge_wave ## Called when final wave has come signal final_wave ## Called when game is progressing through level stages signal state_changed(state : LevelData.LevelStates) ## Called when something requests state to advance signal state_advance_requested ## Called when sun counter updates to value [code]to[/code] signal sun_count_updated(to : float) #endregion