Documentation and Optimization Part 1 (#2)
Authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
205
docs/api/Movable.md
Normal file
205
docs/api/Movable.md
Normal file
@@ -0,0 +1,205 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# Movable
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
Node that performs the moving (walk, teleport, terrain scaling...) actions on
|
||||
its parent node.
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### walk\_path
|
||||
|
||||
```gdscript
|
||||
var walk_path: Array
|
||||
```
|
||||
|
||||
Character path through the scene as calculated by the Pathfinder
|
||||
|
||||
### path\_ofs
|
||||
|
||||
```gdscript
|
||||
var path_ofs: int
|
||||
```
|
||||
|
||||
Current active walk path entry
|
||||
|
||||
### walk\_destination
|
||||
|
||||
```gdscript
|
||||
var walk_destination: Vector2
|
||||
```
|
||||
|
||||
The destination where the character should be moving to
|
||||
|
||||
### walk\_context
|
||||
|
||||
```gdscript
|
||||
var walk_context: Dictionary
|
||||
```
|
||||
|
||||
A dictionary with context information about the walk command
|
||||
fast => Wether to walk fast or slow
|
||||
target => Walk target
|
||||
|
||||
### moved
|
||||
|
||||
```gdscript
|
||||
var moved: bool
|
||||
```
|
||||
|
||||
Wether the character was moved at all
|
||||
|
||||
### last\_deg
|
||||
|
||||
```gdscript
|
||||
var last_deg: int
|
||||
```
|
||||
|
||||
Angle degrees to the last position (TODO is that correct?)
|
||||
|
||||
### last\_dir
|
||||
|
||||
```gdscript
|
||||
var last_dir: int
|
||||
```
|
||||
|
||||
Direction of the last position (TODO is that correct?)
|
||||
|
||||
### last\_scale
|
||||
|
||||
```gdscript
|
||||
var last_scale: Vector2
|
||||
```
|
||||
|
||||
Scale of the last position (TODO is that correct?)
|
||||
|
||||
### pose\_scale
|
||||
|
||||
```gdscript
|
||||
var pose_scale: int
|
||||
```
|
||||
|
||||
TODO Isn't this actually the flip state of the current animation?
|
||||
|
||||
### parent
|
||||
|
||||
```gdscript
|
||||
var parent
|
||||
```
|
||||
|
||||
Shortcut variable that references the node's parent
|
||||
|
||||
### bypass\_missing\_animation
|
||||
|
||||
```gdscript
|
||||
var bypass_missing_animation
|
||||
```
|
||||
|
||||
If character misses an animation, bypass it and proceed.
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### teleport
|
||||
|
||||
```gdscript
|
||||
func teleport(target, angle: Object = null) -> void
|
||||
```
|
||||
|
||||
Teleports this item to the target position.
|
||||
TODO angle is only used for logging and has no further use, so it probably
|
||||
can be removed
|
||||
|
||||
#### Parameters
|
||||
|
||||
- target: Vector2, Position2d or ESCItem
|
||||
|
||||
### walk\_to
|
||||
|
||||
```gdscript
|
||||
func walk_to(pos: Vector2, p_walk_context = null) -> void
|
||||
```
|
||||
|
||||
Walk to a given position
|
||||
|
||||
#### Parameters
|
||||
|
||||
- pos: Position to walk to
|
||||
- p_walk_context: Walk context to use
|
||||
|
||||
### walk
|
||||
|
||||
```gdscript
|
||||
func walk(target_pos, p_speed, context = null) -> void
|
||||
```
|
||||
|
||||
FIXME this function doesn't seem to be used anywhere
|
||||
|
||||
### walk\_stop
|
||||
|
||||
```gdscript
|
||||
func walk_stop(pos: Vector2) -> var
|
||||
```
|
||||
|
||||
We have finished walking. Set the idle pose and complete
|
||||
|
||||
#### Parameters
|
||||
|
||||
- pos: Final target position
|
||||
|
||||
### update\_terrain
|
||||
|
||||
```gdscript
|
||||
func update_terrain(on_event_finished_name = null) -> void
|
||||
```
|
||||
|
||||
Update the sprite scale and lighting
|
||||
|
||||
#### Parameters
|
||||
|
||||
- on_event_finished_name: Used if this function is called from an ESC event
|
||||
|
||||
### is\_angle\_in\_interval
|
||||
|
||||
```gdscript
|
||||
func is_angle_in_interval(angle: float, interval: Array) -> bool
|
||||
```
|
||||
|
||||
Returns true if given angle is inside the interval given by a starting_angle
|
||||
and the size.
|
||||
TODO Refactor to make this stuff understandable :D
|
||||
|
||||
#### Parameters
|
||||
|
||||
- angle: Angle to test
|
||||
- interval : Array of size 2, containing the starting angle, and the size of
|
||||
interval
|
||||
eg: [90, 40] corresponds to angle between 90° and 130°
|
||||
|
||||
### set\_angle
|
||||
|
||||
```gdscript
|
||||
func set_angle(deg: int, immediate = true) -> void
|
||||
```
|
||||
|
||||
Sets character's angle and plays according animation.
|
||||
|
||||
TODO: depending on current angle and current angle, the character may
|
||||
directly turn around with no "progression". We may enhance this by
|
||||
calculating successive directions to turn the character to, so that he
|
||||
doesn't switch to opposite direction too fast.
|
||||
For example, if character looks WEST and set_angle(EAST) is called, we may
|
||||
want the character to first turn SOUTHWEST, then SOUTH, then SOUTHEAST and
|
||||
finally EAST, all more or less fast.
|
||||
Whatever the implementation, this should be activated using "parameter
|
||||
"immediate" set to false.
|
||||
|
||||
#### Parameters
|
||||
|
||||
- deg int angle to set the character
|
||||
- immediate bool (currently unused, see TODO below)
|
||||
If true, direction is switched immediately. Else, successive animations are
|
||||
used so that the character turns to target angle.
|
||||
275
docs/api/esc_compiler.gd.md
Normal file
275
docs/api/esc_compiler.gd.md
Normal file
@@ -0,0 +1,275 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# esc\_compiler.gd
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
ESC compiler
|
||||
|
||||
The workflow is like this:
|
||||
Lines beginning with ":" such as :push, :say are EVENTS.
|
||||
Lines in between are usually the ESC API functions calls. They are called COMMANDS.
|
||||
|
||||
Steps
|
||||
* compile_script(path/to/esc) : called once
|
||||
* compile(path/to/esc, errors) : called once
|
||||
* read_events() : called once\
|
||||
create an ESCState, initialized with 1st line\
|
||||
for each line in ESCState that corresponds to an event (:event), create a new level
|
||||
* add_level(state, level, errors)\
|
||||
for each state.line that belongs to same group (same indentation), create a command
|
||||
* read_cmd(state, level, errors)\
|
||||
get the token in state.line : this is the actual command (say, teleport, etc.)\
|
||||
get the parameters next to the token\
|
||||
create an ESCCommand, check it and push it into level array\
|
||||
* create an ESCEvent with the level created\
|
||||
* add it to the returned Dictionary of events
|
||||
|
||||
In the end, the ESCState has read all lines in the file and is deleted
|
||||
|
||||
Returned value is a Dictionary { event name : ESCEvent}
|
||||
|
||||
And ESCEvent.level is an array of ESCCommand
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### COMMANDS
|
||||
|
||||
```gdscript
|
||||
const COMMANDS: Dictionary = {"!":{"alias":"end_dialog","min_args":0},"%":{"alias":"label","min_args":1},">":{"alias":"branch"},"?":{"alias":"dialog"},"accept_input":{"min_args":1,"types":[4]},"anim":{"min_args":2,"types":[4,4,1,1,1]},"autosave":{"min_args":0},"camera_push":{"min_args":1,"types":[4]},"camera_set_drag_margin_enabled":{"min_args":2,"types":[1,1]},"camera_set_limits":{"min_args":1,"types":[2]},"camera_set_pos":{"min_args":3,"types":[3,2,2]},"camera_set_target":{"min_args":1,"types":[3]},"camera_set_zoom":{"min_args":1,"types":[3]},"camera_set_zoom_height":{"min_args":1,"types":[2]},"camera_shift":{"min_args":2,"types":[2,2]},"change_scene":{"min_args":1,"types":[4,1]},"custom":{"min_args":2,"types":[4,4]},"cut_scene":{"min_args":2,"types":[4,4,1,1,1]},"debug":{"min_args":1},"dec_global":{"min_args":2,"types":[4,2]},"enable_terrain":{"min_args":1,"types":[4]},"game_over":{"min_args":1,"types":[1]},"inc_global":{"min_args":2,"types":[4,2]},"inventory_add":{"min_args":1},"inventory_display":{"min_args":1,"types":[1]},"inventory_remove":{"min_args":1},"jump":{"min_args":1},"label":{"min_args":1},"queue_animation":{"min_args":2,"types":[4,4,1]},"queue_resource":{"min_args":1,"types":[4,1]},"repeat":true,"say":{"min_args":2},"sched_event":{"min_args":3,"types":[3,4,4]},"set_active":{"min_args":2,"types":[4,1]},"set_angle":{"min_args":2,"types":[4,2]},"set_global":{"min_args":2,"types":[4,4]},"set_globals":{"min_args":2,"types":[4,1]},"set_hud_visible":{"min_args":1,"types":[1]},"set_interactive":{"min_args":2,"types":[4,1]},"set_sound_state":{"min_args":2,"types":[4,4,1]},"set_speed":{"min_args":2,"types":[4,2]},"set_state":{"min_args":2,"types":[4,4,1]},"slide":{"min_args":2},"slide_block":{"min_args":2},"spawn":{"min_args":1},"stop":true,"superpose_scene":{"min_args":1,"types":[4,1]},"teleport":{"min_args":2,"types":[4,4,2]},"teleport_pos":{"min_args":3},"turn_to":{"min_args":2},"wait":true,"walk":{"min_args":2},"walk_block":{"min_args":2},"walk_to_pos":{"min_args":3},"walk_to_pos_block":{"min_args":3}}
|
||||
```
|
||||
|
||||
A list of valid ESC commands
|
||||
|
||||
### DEBUG\_COMMANDS
|
||||
|
||||
```gdscript
|
||||
const DEBUG_COMMANDS: Dictionary = {"get_active":{"min_args":1,"types":[4]},"get_global":{"min_args":1,"types":[4]},"get_interactive":{"min_args":1,"types":[4]},"get_state":{"min_args":1,"types":[4]}}
|
||||
```
|
||||
|
||||
Commands that can be called only by the ESC debug prompt
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### compile\_str
|
||||
|
||||
```gdscript
|
||||
func compile_str(p_str: String, errors: Array)
|
||||
```
|
||||
|
||||
Compile a string into a dictionary of ESC events
|
||||
|
||||
#### Parameters
|
||||
|
||||
- p_str: String to compile
|
||||
- errors: List of errors occured during parsing
|
||||
**Returns** A dictionary of ESCEvents
|
||||
|
||||
### load\_esc\_file
|
||||
|
||||
```gdscript
|
||||
func load_esc_file(esc_file_path: String) -> Dictionary
|
||||
```
|
||||
|
||||
Loads an ESC or special GDScript file and compiles it to a dictionary of
|
||||
events.
|
||||
|
||||
#### Parameters
|
||||
|
||||
- esc_file_path: The path to the ESC file to load
|
||||
**Returns** A dictionary of ESC events
|
||||
|
||||
### compile\_script
|
||||
|
||||
```gdscript
|
||||
func compile_script(p_path: String) -> Dictionary
|
||||
```
|
||||
|
||||
Compiles an ESC file into a dictionary of events.
|
||||
Alternatively, a GDScript file can be specified as well. In that case,
|
||||
the compiler expects a function get_events in that script that
|
||||
returns a dictionary of events.
|
||||
|
||||
#### Parameters
|
||||
|
||||
- p_path: Path to the ESC/GDScript-file
|
||||
**Returns** A dictionary of ESC events
|
||||
|
||||
### compile
|
||||
|
||||
```gdscript
|
||||
func compile(p_fname: String, errors: Array) -> Dictionary
|
||||
```
|
||||
|
||||
Compile an ESC file into a list of events
|
||||
|
||||
#### Parameters
|
||||
|
||||
- p_fname: Path to the ESC file
|
||||
- errors: A list of errors that wil be filled by the compiler
|
||||
**Returns** A dictionary of ESC events
|
||||
|
||||
### read\_events
|
||||
|
||||
```gdscript
|
||||
func read_events(f, ret: Dictionary, errors: Array) -> void
|
||||
```
|
||||
|
||||
Parse a file or a special dictionary into a dictionary of ESC events
|
||||
|
||||
The dictionary is currently used as a workaround to parse ESC from text
|
||||
(see read_line for specifics)
|
||||
|
||||
#### Parameters
|
||||
|
||||
- f: File or Dictionary to read
|
||||
- ret: The parsed dictionary
|
||||
- errors: A list of errors that have been found during parsing
|
||||
|
||||
### add\_level
|
||||
|
||||
```gdscript
|
||||
func add_level(state: ESCState, level: Array, errors: Array) -> void
|
||||
```
|
||||
|
||||
Add a new level of indent to the current event parsing
|
||||
|
||||
#### Parameters
|
||||
|
||||
- state: The state we're working on
|
||||
- level: The existing levels
|
||||
- errors: A list of errors during parsing
|
||||
|
||||
### read\_cmd
|
||||
|
||||
```gdscript
|
||||
func read_cmd(state: ESCState, level: Array, errors: Array) -> void
|
||||
```
|
||||
|
||||
Interpret a line in an esc event level as a command and add it to the
|
||||
level commands
|
||||
|
||||
#### Parameters
|
||||
|
||||
- state: The state we're working on
|
||||
- level: The list of level commands
|
||||
- errors: A list of errors occured during parsing
|
||||
|
||||
### add\_dialog
|
||||
|
||||
```gdscript
|
||||
func add_dialog(state: ESCState, level: Array, errors: Array) -> void
|
||||
```
|
||||
|
||||
Add a dialog into the current level
|
||||
|
||||
#### Parameters
|
||||
|
||||
- state: State we're working on
|
||||
- level: Current list of level commands
|
||||
- errors: List of errors occured during parsing
|
||||
|
||||
### read\_dialog\_option
|
||||
|
||||
```gdscript
|
||||
func read_dialog_option(state: ESCState, level: Array, errors: Array) -> void
|
||||
```
|
||||
|
||||
### check\_normal\_command
|
||||
|
||||
```gdscript
|
||||
func check_normal_command(cmd: ESCCommand, state: ESCState, errors: Array) -> bool
|
||||
```
|
||||
|
||||
### check\_debug\_command
|
||||
|
||||
```gdscript
|
||||
func check_debug_command(cmd: ESCCommand, state: ESCState, errors: Array) -> bool
|
||||
```
|
||||
|
||||
### check\_command
|
||||
|
||||
```gdscript
|
||||
func check_command(commands_list: Dictionary, cmd: ESCCommand, state: ESCState, errors: Array) -> bool
|
||||
```
|
||||
|
||||
### read\_line
|
||||
|
||||
```gdscript
|
||||
func read_line(state: ESCState) -> void
|
||||
```
|
||||
|
||||
Advance to the next line in the state
|
||||
|
||||
#### Parameters
|
||||
|
||||
- state: State we're working on
|
||||
|
||||
### is\_comment
|
||||
|
||||
```gdscript
|
||||
func is_comment(line: String) -> bool
|
||||
```
|
||||
|
||||
Check wether line is a comment (starting with #)
|
||||
|
||||
#### Parameters
|
||||
|
||||
- line: Current line as string
|
||||
**Returns** Wether the line is a comment or not
|
||||
|
||||
### get\_indent
|
||||
|
||||
```gdscript
|
||||
func get_indent(line: String) -> int
|
||||
```
|
||||
|
||||
Returns the position of the first non-blank character in given line string
|
||||
|
||||
#### Parameters
|
||||
|
||||
- line: Line to check
|
||||
**Returns** Indent of the checked line
|
||||
|
||||
### is\_event
|
||||
|
||||
```gdscript
|
||||
func is_event(line: String)
|
||||
```
|
||||
|
||||
Check wether the given line is a event (begins with ":")
|
||||
|
||||
#### Parameters
|
||||
|
||||
- line: Line to check
|
||||
**Returns**
|
||||
|
||||
### is\_flags
|
||||
|
||||
```gdscript
|
||||
func is_flags(tk: String) -> bool
|
||||
```
|
||||
|
||||
Checks wetehr the given token is a flag (ie. "[.+]")
|
||||
|
||||
#### Parameters
|
||||
|
||||
- tk: Token to check
|
||||
**Returns** Wether the token is a flag or not
|
||||
|
||||
### get\_token
|
||||
|
||||
```gdscript
|
||||
func get_token(line: String, p_from: int, line_count: int, errors: Array) -> int
|
||||
```
|
||||
|
||||
### parse\_flags
|
||||
|
||||
```gdscript
|
||||
func parse_flags(p_flags: String, flags_list: Array, ifs: Dictionary)
|
||||
```
|
||||
|
||||
Parses a flags string (usually defined by '[.*]') and fills the flags_list array
|
||||
and ifs variable (Dictionary containing all ifs conditions)
|
||||
164
docs/api/escoria.gd.md
Normal file
164
docs/api/escoria.gd.md
Normal file
@@ -0,0 +1,164 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# escoria.gd
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
The escorie main script
|
||||
|
||||
## Enumerations
|
||||
|
||||
### GAME\_STATE
|
||||
|
||||
```gdscript
|
||||
const GAME_STATE: Dictionary = {"DEFAULT":0,"DIALOG":1,"WAIT":2}
|
||||
```
|
||||
|
||||
An enum of game states
|
||||
* DEFAULT - Default mode
|
||||
* DIALOG - Game is running a dialog
|
||||
* WAIT - Game is currently waiting for a specified time
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### main\_menu\_instance
|
||||
|
||||
```gdscript
|
||||
var main_menu_instance
|
||||
```
|
||||
|
||||
The instance of the used main menu scene
|
||||
|
||||
### dialog\_player
|
||||
|
||||
```gdscript
|
||||
var dialog_player
|
||||
```
|
||||
|
||||
Dialog player instantiator. This instance is called directly for dialogs.
|
||||
|
||||
### inventory
|
||||
|
||||
```gdscript
|
||||
var inventory
|
||||
```
|
||||
|
||||
The inventory scene used
|
||||
|
||||
### room\_terrain
|
||||
|
||||
```gdscript
|
||||
var room_terrain
|
||||
```
|
||||
|
||||
The terrain of the current main room
|
||||
|
||||
### esc\_compiler
|
||||
|
||||
```gdscript
|
||||
var esc_compiler
|
||||
```
|
||||
|
||||
The ESC compiler instance
|
||||
|
||||
### logger
|
||||
|
||||
```gdscript
|
||||
var logger
|
||||
```
|
||||
|
||||
The logger instance
|
||||
|
||||
### main
|
||||
|
||||
```gdscript
|
||||
var main
|
||||
```
|
||||
|
||||
The main scene
|
||||
|
||||
### esc\_runner
|
||||
|
||||
```gdscript
|
||||
var esc_runner
|
||||
```
|
||||
|
||||
The ESC main loop
|
||||
|
||||
### esc\_level\_runner
|
||||
|
||||
```gdscript
|
||||
var esc_level_runner
|
||||
```
|
||||
|
||||
The ESC interpreter
|
||||
|
||||
### inputs\_manager
|
||||
|
||||
```gdscript
|
||||
var inputs_manager
|
||||
```
|
||||
|
||||
The escoria inputs manager
|
||||
|
||||
### utils
|
||||
|
||||
```gdscript
|
||||
var utils
|
||||
```
|
||||
|
||||
Several utilities
|
||||
|
||||
### current\_state
|
||||
|
||||
```gdscript
|
||||
var current_state
|
||||
```
|
||||
|
||||
The current state of the game
|
||||
|
||||
### game\_size
|
||||
|
||||
```gdscript
|
||||
var game_size
|
||||
```
|
||||
|
||||
The game resolution
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### new\_game
|
||||
|
||||
```gdscript
|
||||
func new_game()
|
||||
```
|
||||
|
||||
Called by Main menu "start new game"
|
||||
|
||||
### register\_object
|
||||
|
||||
```gdscript
|
||||
func register_object(object: Object)
|
||||
```
|
||||
|
||||
Register an object to the matching manager. (A dialog player as the
|
||||
main dialog player, an item in the ESC runner, etc.)
|
||||
|
||||
#### Parameters
|
||||
|
||||
- object: The object to register
|
||||
|
||||
### do
|
||||
|
||||
```gdscript
|
||||
func do(action: String, params: Array) -> void
|
||||
```
|
||||
|
||||
Run a generic action
|
||||
|
||||
#### Parameters
|
||||
|
||||
- action: type of the action to run
|
||||
- params: Parameters for the action
|
||||
144
docs/api/escoria_types.gd.md
Normal file
144
docs/api/escoria_types.gd.md
Normal file
@@ -0,0 +1,144 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# escoria\_types.gd
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
Escoria basic types
|
||||
|
||||
## Enumerations
|
||||
|
||||
### EVENT\_LEVEL\_STATE
|
||||
|
||||
```gdscript
|
||||
const EVENT_LEVEL_STATE: Dictionary = {"BREAK":2,"CALL":4,"JUMP":5,"REPEAT":3,"RETURN":0,"YIELD":1}
|
||||
```
|
||||
|
||||
ESC script states
|
||||
RETURN - The ESC script has been completed successfully
|
||||
YIELD - ESC is waiting for Godot to finish something (e.g. Sprite animation)
|
||||
BREAK - ESC has completed the current command block. Jump back
|
||||
REPEAT - ESC is repeating a command block
|
||||
CALL - Call another ESC command block
|
||||
JUMP - Jump to another ESC label
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### OBJ\_DEFAULT\_STATE
|
||||
|
||||
```gdscript
|
||||
const OBJ_DEFAULT_STATE: String = "default"
|
||||
```
|
||||
|
||||
The default state of an object
|
||||
|
||||
## Sub\-classes
|
||||
|
||||
### ESCState
|
||||
|
||||
#### Property Descriptions
|
||||
|
||||
### file
|
||||
|
||||
```gdscript
|
||||
var file
|
||||
```
|
||||
|
||||
File or Dictionary
|
||||
|
||||
### line
|
||||
|
||||
```gdscript
|
||||
var line
|
||||
```
|
||||
|
||||
String, can be null
|
||||
|
||||
### indent
|
||||
|
||||
```gdscript
|
||||
var indent: int
|
||||
```
|
||||
|
||||
### line\_count
|
||||
|
||||
```gdscript
|
||||
var line_count: int
|
||||
```
|
||||
|
||||
#### Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(p_file, p_line, p_indent, p_line_count)
|
||||
```
|
||||
|
||||
### ESCEvent
|
||||
|
||||
#### Property Descriptions
|
||||
|
||||
### ev\_name
|
||||
|
||||
```gdscript
|
||||
var ev_name: String
|
||||
```
|
||||
|
||||
### ev\_level
|
||||
|
||||
```gdscript
|
||||
var ev_level: Array
|
||||
```
|
||||
|
||||
### ev\_flags
|
||||
|
||||
```gdscript
|
||||
var ev_flags: Array
|
||||
```
|
||||
|
||||
#### Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(p_name, p_level, p_flags)
|
||||
```
|
||||
|
||||
### ESCCommand
|
||||
|
||||
#### Property Descriptions
|
||||
|
||||
### name
|
||||
|
||||
```gdscript
|
||||
var name: String
|
||||
```
|
||||
|
||||
### params
|
||||
|
||||
```gdscript
|
||||
var params: Array
|
||||
```
|
||||
|
||||
### conditions
|
||||
|
||||
```gdscript
|
||||
var conditions: Dictionary
|
||||
```
|
||||
|
||||
### flags
|
||||
|
||||
```gdscript
|
||||
var flags: Array
|
||||
```
|
||||
|
||||
#### Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(p_name)
|
||||
```
|
||||
|
||||
Reference in New Issue
Block a user