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godot-signals-groups

Connect Godot gameplay nodes through signals, which announce events, and groups, which address multiple nodes together. Use it to reduce direct dependencies, manage event connections, broadcast actions, and update older Godot 3.x connection code.

中文简介正在准备中。当前显示英语简介。

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Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.

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适用场景

  • Connecting pickups or player deaths to score and UI updates
  • Pausing all enemies or saving every checkpoint through groups
  • Preventing duplicate connections and managing disconnections
  • Migrating Godot 3.x signal connections to Callable syntax

包含的文件(2)

  • SKILL.md5.2 KB
  • references/signal-patterns.md4.6 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Godot Signals & Groups (4.x)

Decouple nodes with the observer pattern (signals) and act on many nodes at once (groups), instead of hard-coding references between scenes. Targets Godot 4.7.

When to use

  • Use when a node needs to tell others "something happened" (player died, item picked up, wave cleared) without holding direct references to them.
  • Use when you need to address a whole category of nodes at once ("pause all enemies", "save every checkpoint").

When not to use: raw signal syntax basics → godot-gdscript; scene structure and instancing → godot-nodes-scenes. For cross-scene global events, emit from an autoload (see godot-nodes-scenes).

Core workflow

  1. Decide the direction. A child/sub-scene should emit a signal upward; the parent connects to it. This keeps the child reusable and ignorant of who listens.
  2. Declare typed signals on the emitter; emit() them when the event occurs.
  3. Connect with a Callable (sig.connect(_on_sig)), optionally in the editor's Node dock. Use CONNECT_ONE_SHOT for fire-once, bind() to pass extra context.
  4. Use groups for broadcast: add nodes to a named group, then iterate get_tree().get_nodes_in_group(...) or call_group(...).
  5. Disconnect when needed (e.g. before freeing a long-lived listener) and check is_connected() to avoid duplicate connections.

Patterns

1. Emit upward, connect from the parent

# coin.gd (reusable pickup — knows nothing about the player or HUD)
extends Area2D
signal collected(value: int)

func _on_body_entered(body: Node) -> void:
    if body.is_in_group("player"):
        collected.emit(10)
        queue_free()
# level.gd (the parent wires the coin to game state)
func _ready() -> void:
    for coin in get_tree().get_nodes_in_group("coins"):
        coin.collected.connect(_on_coin_collected)

func _on_coin_collected(value: int) -> void:
    GameState.add_score(value)

2. Connect flags: one-shot and bind extra arguments

func _ready() -> void:
    # Fire exactly once, then auto-disconnect.
    $Door.opened.connect(_on_door_opened, CONNECT_ONE_SHOT)
    # bind() appends arguments supplied at connect time (after the signal's own args).
    $RedButton.pressed.connect(_on_button.bind("red"))

func _on_button(color: String) -> void:
    print("Pressed the %s button" % color)

3. Groups: broadcast to many nodes

func pause_all_enemies() -> void:
    # Call a method on every node in the "enemies" group (no-op if missing).
    get_tree().call_group("enemies", "set_paused", true)

func count_enemies() -> int:
    return get_tree().get_nodes_in_group("enemies").size()

Add a node to a group from code or via the editor's Node > Groups tab:

func _ready() -> void:
    add_to_group("enemies")        # remove_from_group("enemies") to leave

4. Await a signal inline

func open_chest() -> void:
    $AnimationPlayer.play("open")
    await $AnimationPlayer.animation_finished   # pause until it emits
    spawn_loot()

Pitfalls

  • 3.x connect signature is gone. connect("died", self, "_on_died") → died.connect(_on_died). The target is implied by the Callable. The legacy Object.connect("died", Callable(self, "_on_died")) works but the method-name string form does not.
  • Duplicate connections fire handlers multiple times. Connecting again in _ready() after re-adding a node stacks callbacks. Guard with if not sig.is_connected(cb): sig.connect(cb).
  • Connecting to a freed node errors. Godot removes a connection when the emitter or the Callable's owner is freed, but a lambda belongs to the script that created it — one that captures a node freed later keeps firing and errors. Connect listener methods, or disconnect stored lambdas yourself.
  • Groups are global to the SceneTree, not per-scene. Two levels using the same group name share membership. Namespace group names if that matters.
  • call_group silently ignores nodes lacking the method. Typos in the method name fail quietly — prefer a typed signal when the contract matters.
  • Signal args must match the handlers. emit() does not validate arguments against the signal declaration; a handler with a different argument count fails with "Method expected N argument(s)" at emit time. Declare typed params and emit exactly those.

References

  • For connection flags, deferred connections, custom signal arguments, awaiting with timeouts, and signals vs. direct calls trade-offs, read references/signal-patterns.md.

Related skills

  • godot-gdscript — signal/await syntax fundamentals.
  • godot-nodes-scenes — autoloads for global event buses.
  • game-ai — state machines that often drive and consume these events.

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