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I suspect that if an enum type were ever to be supported in GDScript, it would likely have to take the form of this struct proposal I made whereby Enum is a special version of Struct. Variants would support the Struct type, and the engine would be able to define its own kinds of Struct types, including extension methods for them. The Enum Struct could have a String enum_type, a Dictionary states, and an int value. At that point, it's just a matter of building a nice factory method for them into a StructServer class in the core and then teaching the GDScriptParser how to handle those for the enum keyword in place of Dictionary instances. The existence and features of enums would be transparent in GDScript, but the engine internals would see it as a manifestation of a Struct, similar to how Godot 4 has Callable and Signal as valid variable values now.
It's already kinda there in 3.4 (also see the proposal for it).
I can understand how a global signal singleton isn't satisfactory, but why not just write a string-based event dispatcher? In fact, I'm pretty sure Godot Next has one with a wrapper node for singleton usage. With a few tweaks, you could make message dispatches be handled via pattern matching on a RegEx for the message type, thereby letting you have wildcards and the like.
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