I don’t think this is how lambda functions should work.
(Where anim is initialised as public AnimationPlayer anim;)
You can put anything (as long as it fits variable naming conventions) inside those parentheses, and Godot will somehow consider this code valid and run it like there are no errors. I do not know why. I do not know how. AnimationPlayer.AnimationFinished is really cryptic on the internet as I have found almost nothing about it, even on official documentation, so if this property isn’t supposed to be used in the first place or something like that I can understand why it’s so broken.
This is how lambda functions work. AnimationFinished emits the name of the finished animation, your lambda takes that in as an argument named funkyjun_ky_Kmunky, you can choose to use it as such or your can name it better as anim_name.
Oh, okay. I was naming the argument to be over-the top.
My question then is if this could be used like a signal like a regular node-based/custom signal would.