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Emit
The Emit command emits a signal, with optional arguments, so that your game's code can react to events in the Dialogue. The signal can belong to an autoload, a node or the Engine. Keys Every key also accepts a ¢ expression instead of a fixed value, unless its description says otherwise. See CandyRef Expressions. Signal Description: The signal to emit. Values: • Object path.signal: Written without ¢, such as globals.door_opened or $UI/Box.pressed. • Signal name: A signal of the Engine. Arguments Description: The values passed to the signal. An Array passes each of its items as a separate argument, in order; any other value is passed as a single argument. The signal's listeners receive them as their parameters, so pass as many as the signal declares. Values: • ¢Array: Each item is a separate argument. ¢[globals.gold, 2, "a"] passes three arguments, the same as writing my_signal.emit(globals.gold, 2, "a") in GDScript. To pass an Array as one argument, nest it inside another Array: ¢[[1, 2, 3]] passes the single argument [1, 2, 3]. • Any other value: Passed as the only argument. Hello passes the String "Hello", and ¢globals.gold passes the value of globals.gold. • Empty: No arguments.