#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 => QuestManager.Instance!.GetFollowQuest(); set { QuestManager.Instance!.SetFollowQuest(value); // TODO: fix setup EmitSignalDetailQuestChanged(this); } } public override void _EnterTree() { QuestManager.Instance!.QuestsChanged += () => EmitSignalDetailQuestChanged(this); } //private QuestResource? _currentDetailQuestBacking; }