# signal bus to relay signals extends Node signal enemy_died( npcDifficulty: NPC.NPCDifficulty, npcTier: NPC.NPCTier, faction: Globals.World.Faction, ) signal enemy_damaged_player signal quest_generated(quest: Quest) signal quest_completed signal area_continue_pressed() func _dummy_func() -> void: # HACK: to get rid of the unused signal warnings enemy_died.emit() enemy_damaged_player.emit() quest_generated.emit() quest_completed.emit() area_continue_pressed.emit()