extends Node ... signal my_signal func _ready(): connect("my_signal", self, "signal_handler") ... var otherNode = get_node("someNode") otherNode.connect("my_signal", self, "signal_handler") func SomeFunc(): ... # causes self.signal_handler() to be called emit_signal("my_signal") ... func signal_handler(): ...
[참고] https://godotengine.org/qa/3218/how-to-create-a-custom-signal-in-gdscript