Yeah, right now I have the first thing you said happening and I have it working.
And I'm sure I can make a custom signal with a connect to work the way I want.
I was just wondering if there was a way to manipulate Godot's premade signals to pass more complex parameters than what is in the "Connect a signal to Method" window.
'Cause for example
Area's premade '
area_entered' signal passes the 'area' that is incoming:
So, if wanted a coin to call to the func
on_area_entered() using the pre-made
area_entered signal; it would tell me it was the Player's associate
Area node that entered it.
Whereas, what I want is the coin itself to tell me which coin ID it is that is being entered, out of a pool of instanced coins. Calling to the same function, in the same script, using the pre-made
area_entered signal. Does that make sense?