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