extends Node @warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope signal floor_changed(floor_num: int) signal saved_changed(count: int) signal score_changed(new_score: int) signal people_changed(count: int, threshold: int) signal game_started signal game_won signal game_lost(reason: String) signal floor_started(survivor_count: int) signal doors_opened signal doors_closed signal robot_stun_requested(duration: float) @warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations