Emit signal instead of manipulating variable
It is generally advised in the Godot community to use signals as much as possible. I agree, it’s a great way to reduce coupling between components, which allows for a more pleasant experience when testing and implementing new features. However, from my experience, I’ve found that it is not always clear when it’s appropriate to use signals. But I also found a few situations when it’s 100% appropriate to use them. Here’s one of them: ...