#nullable enable using Godot; using System; using Babushka.scripts.CSharp.Common.Quest; public partial class QuestLog : Control { [Signal] public delegate void DetailQuestChangedEventHandler(QuestLog questLog); public QuestResource? currentDetailQuest { get => _currentDetailQuestBacking; set { _currentDetailQuestBacking = value; EmitSignalDetailQuestChanged(this); } } private QuestResource? _currentDetailQuestBacking; }