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Class

TimeSignalBus

Generated GDScript class reference for CalendarTime.TimeSignalBus.

Status
Current
Version
v2.0.4
Updated
2026-08-09

Source: addons/calendar_time/game_time/state/time_signal_bus.gd

Syntax

class TimeSignalBus extends Resource

Members

NameKindSummary
clock_state_loadedSignalEmitted after a saved state is loaded onto the active state of this clock. Pairs with `clock_speed_changed` for per-clock scoping (renamed from the 1.x `state_loaded` so the bus signal and its owner share the same prefix).
game_seconds_advancedSignalEmitted whenever the clock's game-time microsecond count advances. The `amount` is the just-advanced delta in game-seconds; `total` is the new canonical `game_seconds()` value. Renamed from the 1.x `time_elapsed` to make the unit (game seconds, not engine seconds) explicit at the call site.
clock_speed_changedSignalEmitted when this clock's runtime speed multiplier changes. Scoped to the owning `GameClock` — each clock has its own bus. Crossing zero means pause for consumers gating on `speed_multiplier > 0.0`. Fires only on actual change from the `GameClock.speed_multiplier` setter.
event_day_startedSignalEmitted when a new event day starts.
day_finishedSignalEmitted at the end of a game day.
date_time_changedSignalEmitted when the date time is set to a new value.
date_changedSignalEmitted when the date changes.
time_of_day_changedSignalEmitted when the current TimeOfDay changes.
day_night_transition_progress_changedSignalEmitted when a new day/night transition progress is set. Renamed from the 1.x `transition_progress_changed` to scope it explicitly: only `DayNightCycleService` emits this. If a future enhancement needs a separate transition channel, give that service its own bus so each channel carries one clear meaning.