Is it better to connect signals, like player_died or level_cleared, on the inheritance scene or the base scene?
Currently, I'm connecting signals on the inheritance scene. The problem is that I have to write the code.
If I do it on the base scene, it's much simpler. I can just directly connect it without writing code, but it will be filled. When I think of a base scene, it's usually empty, except for important instances.
Extra Note:
The game I'm currently working on is a single-player where the player must reach the flag as fast as possible.
BaseLevel Scene

Level01 Scene

# BaseLevel.gd
extends Node2D
export var level_index: int
func _ready() -> void:
var player: Player = get_node_or_null("Players/Player")
if is_instance_valid(player):
player.connect("died", self, "level_reset")
var flag: Flag = get_node_or_null("Objects/Flags/Flag")
if is_instance_valid(flag):
flag.connect("player_entered", self, "level_clear")
#func _process(delta: float) -> void:
# GameData.time += delta
func level_reset() -> void:
pass
func level_clear() -> void:
SceneManager.change_level(level_index + 1)