Yes.
Initially they are set to some standard, so a score is set to 0, an animation is set to idle etc.
The âsub windowâ or âremote controlâ has a button pressed, which sends a signal like âopen the doorâ.
The node that controls the doors, listens for the signal, and when it gets the signal it opens the door.
In this scenario the remote has the signal, and emits it when the buttons are pressed.
A node enters the tree, like a âmagic portalâ that was not there before. You want your sub_window or remote to show a possible interaction based on that appearance, but only act when the âenter portalâ button is pressed. In this case the portal emits a signal saying âI am in the scene and can be controlled by the remoteâ and the remote listens for such signals, and on getting them shows the âenter the portalâ button.
When the button is pressed, the remote emits a signal saying "the enter portal button was pressedâ. Your portal scene is listening for that signal and responds when it receives that signal.
I hope those two examples helped clarify about how you can use signals for these purposes.
You have number_scenes and a UI that displays them when they are available.
The number scene is the portal, when it enters the tree (instantiated in your game) it signals the UI that it exists and has a number to display.
The UI displays a slot to display this number and sets it to the default (your âI am hereâ signal can send that default or intial number).
When the number changes, the node that changes the number emits a ânumber changedâ signal, and the UI updates the display.
When the number generating scene goes away (queue freed or just no longer creating numbers) it emits a signal to the ui that the UI no longer needs to display the slot for that number.
Hope that helps. If you need further help with the signals please ask.