Fix command docs, automate API doc generation (#327)
Co-authored-by: Dennis Ploeger <develop@dieploegers.de> Co-authored-by: dploeger <dploeger@users.noreply.github.com>
This commit is contained in:
@@ -10,7 +10,7 @@
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Sets the camera limits to the one defined under `camlimits_id` in ESCRoom's
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camera_limits array.
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- camlimits_id : int : id of the camera limits to apply (defined in ESCRoom's
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- camlimits_id: int: id of the camera limits to apply (defined in ESCRoom's
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camera_limits array)
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@ESC
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@@ -6,7 +6,7 @@
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## Description
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`camera_set_zoom_height pixels [time]
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`camera_set_zoom_height pixels [time]`
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Zooms the camera in/out to the desired `pixels` height.
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An optional `time` in seconds controls how long it takes for the camera
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@@ -92,6 +92,17 @@ for the pattern format
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- pattern: The wildcard pattern to match
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- value: The new value
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### save\_game
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```gdscript
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func save_game(p_savegame: ESCSaveGame) -> void
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```
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Save the state of globals in the savegame.
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#### Parameters
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- p_savegame: ESCSaveGame resource that holds all data of the save
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## Signals
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- signal global_changed(global, old_value, new_value): Emitted when a global is changed
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@@ -289,7 +289,19 @@ Use the movable node to teleport this item to the target item
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#### Parameters
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- target: Target item to teleport to
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- target: Target node to teleport to
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### teleport\_to
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```gdscript
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func teleport_to(target: Vector2) -> void
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```
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Use the movable node to teleport this item to the target position
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#### Parameters
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- target: Vector2 position to teleport to
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### walk\_to
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53
docs/api/ESCLocation.md
Normal file
53
docs/api/ESCLocation.md
Normal file
@@ -0,0 +1,53 @@
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCLocation
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**Extends:** [Position2D](../Position2D)
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## Description
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A simple node extending Position2D with a global ID so that it can be
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referenced in ESC Scripts.
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## Property Descriptions
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### global\_id
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```gdscript
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export var global_id = ""
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```
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The global ID of this item
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### player\_orients\_on\_arrival
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```gdscript
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export var player_orients_on_arrival = true
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```
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If true, player orients towards 'interaction_direction' as
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player character arrives.
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### interaction\_direction
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```gdscript
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export var interaction_direction = 0
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```
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Let the player turn to this direction when the player arrives
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at the item
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## Method Descriptions
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### is\_class
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```gdscript
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func is_class(p_classname: String) -> bool
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```
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Used by "is" keyword to check whether a node's class_name
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is the same as p_classname.
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## Parameters
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p_classname: String class to compare against
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@@ -13,7 +13,7 @@ Logging framework for Escoria
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### LOG\_DEBUG
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```gdscript
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const LOG_ERROR: int = 0
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const LOG_WARNING: int = 1
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```
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Valid log levels
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@@ -21,7 +21,7 @@ Valid log levels
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### LOG\_ERROR
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```gdscript
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const LOG_ERROR: int = 0
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const LOG_WARNING: int = 1
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```
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Valid log levels
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@@ -29,7 +29,7 @@ Valid log levels
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### LOG\_INFO
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```gdscript
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const LOG_ERROR: int = 0
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const LOG_WARNING: int = 1
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```
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Valid log levels
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@@ -37,7 +37,7 @@ Valid log levels
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### LOG\_WARNING
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```gdscript
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const LOG_ERROR: int = 0
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const LOG_WARNING: int = 1
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```
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Valid log levels
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@@ -125,7 +125,7 @@ Currenly running task
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### teleport
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```gdscript
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func teleport(target, angle: Object = null) -> void
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func teleport(target: Node, angle: Object = null) -> void
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```
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Teleports this item to the target position.
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@@ -134,7 +134,21 @@ can be removed
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#### Parameters
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- target: Vector2, Position2d or ESCItem
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- target: Position2d or ESCItem to teleport to
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### teleport\_to
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```gdscript
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func teleport_to(target: Vector2, angle: Object = null) -> void
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```
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Teleports this item to the target position.
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TODO angle is only used for logging and has no further use, so it probably
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can be removed
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#### Parameters
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- target: Vector2 target position to teleport to
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### walk\_to
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@@ -194,7 +208,7 @@ TODO Refactor to make this stuff understandable :D
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#### Parameters
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- angle: Angle to test
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- interval : Array of size 2, containing the starting angle, and the size of
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- interval: Array of size 2, containing the starting angle, and the size of
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interval
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eg: [90, 40] corresponds to angle between 90° and 130°
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@@ -78,4 +78,15 @@ Set the state and start a possible animation
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#### Parameters
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- p_state: State to set
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- immediate: If true, skip directly to the end
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- immediate: If true, skip directly to the end
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### get\_save\_data
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```gdscript
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func get_save_data() -> Dictionary
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```
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Return the data of the object to be inserted in a savegame file.
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**Returns**
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A dictionary containing the data to be saved for this object.
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@@ -13,7 +13,7 @@ A manager for ESC objects
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### RESERVED\_OBJECTS
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```gdscript
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const RESERVED_OBJECTS: Array = ["bg_music"]
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const RESERVED_OBJECTS: Array = ["bg_music","bg_sound"]
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```
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## Property Descriptions
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@@ -38,7 +38,7 @@ Register the object in the manager
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#### Parameters
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- object: Obejct to register
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- object: Object to register
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- force: Register the object, even if it has already been registered
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### has
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@@ -62,6 +62,11 @@ func get_object(global_id: String) -> ESCObject
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Get the object from the object registry
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#### Parameters
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- global_id: The global id of the object to retrieve
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**Returns** The retrieved object, or null if not found
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### unregister\_object
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```gdscript
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@@ -72,4 +77,16 @@ Remove an object from the registry
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#### Parameters
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- object: The object to unregister
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- object: The object to unregister
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### save\_game
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```gdscript
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func save_game(p_savegame: ESCSaveGame) -> void
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```
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Insert data to save into savegame.
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#### Parameters
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- p_savegame: The savegame resource
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85
docs/api/ESCSaveGame.md
Normal file
85
docs/api/ESCSaveGame.md
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@@ -0,0 +1,85 @@
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCSaveGame
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**Extends:** [Resource](../Resource)
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## Description
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Resource used for holding savegames data.
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## Constants Descriptions
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### MAIN\_CURRENT\_SCENE\_FILENAME\_KEY
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```gdscript
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const MAIN_CURRENT_SCENE_FILENAME_KEY: String = "current_scene_filename"
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```
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Access key for the main data current_scene_filename
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### MAIN\_LAST\_SCENE\_GLOBAL\_ID\_KEY
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```gdscript
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const MAIN_LAST_SCENE_GLOBAL_ID_KEY: String = "last_scene_global_id"
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```
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Access key for the main data last_scene_global_id
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## Property Descriptions
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### escoria\_version
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```gdscript
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export var escoria_version: String = ""
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```
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Escoria version which the savegame was created with.
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### game\_version
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```gdscript
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export var game_version: String = ""
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```
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Game version which the savegame was created with.
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### name
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```gdscript
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export var name: String = ""
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```
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Name of the savegame. Can be custom value, provided by the player.
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### date
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```gdscript
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export var date: String = ""
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```
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Date of creation of the savegame.
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### main
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```gdscript
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export var main: Dictionary = {}
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```
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Main data to be saved
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### globals
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```gdscript
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export var globals: Dictionary = {}
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```
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Escoria Global variables exported from ESCGlobalsManager
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### objects
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```gdscript
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export var objects: Dictionary = {}
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```
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Escoria objects exported from ESCObjectsManager
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101
docs/api/ESCSaveManager.md
Normal file
101
docs/api/ESCSaveManager.md
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@@ -0,0 +1,101 @@
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCSaveManager
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## Constants Descriptions
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### SAVE\_NAME\_TEMPLATE
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```gdscript
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const SAVE_NAME_TEMPLATE: String = "save_%03d.tres"
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```
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Template for savegames filenames
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### SETTINGS\_TEMPLATE
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```gdscript
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const SETTINGS_TEMPLATE: String = "settings.tres"
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```
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Template for settings filename
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## Property Descriptions
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### save\_folder
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```gdscript
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var save_folder: String
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```
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Variable containing the saves folder obtained from Project Settings
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### settings\_folder
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```gdscript
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var settings_folder: String
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```
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Variable containing the settings folder obtained from Project Settings
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## Method Descriptions
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### get\_saves\_list
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```gdscript
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func get_saves_list() -> Dictionary
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```
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Return a list of savegames metadata (id, date, name and game version)
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### save\_game\_exists
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```gdscript
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func save_game_exists(id: int) -> bool
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```
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Returns true whether the savegame identified by id does exist
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## Parameters
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- id: integer suffix of the savegame file
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### save\_game
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```gdscript
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func save_game(id: int, p_savename: String)
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```
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Save the current state of the game in a file suffixed with the id value.
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This id can help with slots development for the game developer.
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## Parameters
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- id: integer suffix of the savegame file
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- p_savename: name of the savegame
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### load\_game
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```gdscript
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func load_game(id: int)
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```
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Load a savegame file from its id.
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## Parameters
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- id: integer suffix of the savegame file
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### save\_settings
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|
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```gdscript
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func save_settings()
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```
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Save the game settings in the settings file.
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||||
|
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### load\_settings
|
||||
|
||||
```gdscript
|
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func load_settings() -> Resource
|
||||
```
|
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|
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Load the game settings from the settings file
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**Returns** The Resource structure loaded from settings file
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99
docs/api/ESCSaveSettings.md
Normal file
99
docs/api/ESCSaveSettings.md
Normal file
@@ -0,0 +1,99 @@
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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|
||||
# ESCSaveSettings
|
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|
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**Extends:** [Resource](../Resource)
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|
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## Description
|
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|
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Resource holding game settings.
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### escoria\_version
|
||||
|
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```gdscript
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export var escoria_version: String = ""
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```
|
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|
||||
Version of ESCORIA Framework
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|
||||
### text\_lang
|
||||
|
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```gdscript
|
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export var text_lang: String = ""
|
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```
|
||||
|
||||
Language of displayed text
|
||||
|
||||
### voice\_lang
|
||||
|
||||
```gdscript
|
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export var voice_lang: String = ""
|
||||
```
|
||||
|
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Language of voice speech
|
||||
|
||||
### speech\_enabled
|
||||
|
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```gdscript
|
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export var speech_enabled: bool = false
|
||||
```
|
||||
|
||||
Whether speech is enabled
|
||||
|
||||
### master\_volume
|
||||
|
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```gdscript
|
||||
export var master_volume: float = 0
|
||||
```
|
||||
|
||||
Master volume (mix of music, voice and sfx)
|
||||
|
||||
### music\_volume
|
||||
|
||||
```gdscript
|
||||
export var music_volume: float = 0
|
||||
```
|
||||
|
||||
Volume of music only
|
||||
|
||||
### sfx\_volume
|
||||
|
||||
```gdscript
|
||||
export var sfx_volume: float = 0
|
||||
```
|
||||
|
||||
Volume of SFX only
|
||||
|
||||
### voice\_volume
|
||||
|
||||
```gdscript
|
||||
export var voice_volume: float = 0
|
||||
```
|
||||
|
||||
Voice volume only
|
||||
|
||||
### fullscreen
|
||||
|
||||
```gdscript
|
||||
export var fullscreen: bool = false
|
||||
```
|
||||
|
||||
True if game has to be fullscreen
|
||||
|
||||
### skip\_dialog
|
||||
|
||||
```gdscript
|
||||
export var skip_dialog: bool = true
|
||||
```
|
||||
|
||||
True if skipping dialogs is allowed
|
||||
|
||||
### rate\_shown
|
||||
|
||||
```gdscript
|
||||
export var rate_shown: bool = false
|
||||
```
|
||||
|
||||
FIXME: to be defined (achievements?)
|
||||
39
docs/api/RandGlobalCommand.md
Normal file
39
docs/api/RandGlobalCommand.md
Normal file
@@ -0,0 +1,39 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# RandGlobalCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`rand_global name max_value`
|
||||
|
||||
Fills the "name" global with a random value between 0 and max-value-1.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
## Description
|
||||
|
||||
`teleport object1 object2
|
||||
`teleport object1 object2`
|
||||
|
||||
Sets the position of object1 to the position of object2.
|
||||
FIXME re-add the angle parameter here
|
||||
|
||||
40
docs/api/TeleportPosCommand.md
Normal file
40
docs/api/TeleportPosCommand.md
Normal file
@@ -0,0 +1,40 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# TeleportPosCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`teleport_pos object1 x y`
|
||||
|
||||
Sets the position of object1 to the position (x,y).
|
||||
FIXME re-add the angle parameter here
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
## Description
|
||||
|
||||
The escorie main script
|
||||
The escoria main script
|
||||
|
||||
## Enumerations
|
||||
|
||||
@@ -21,6 +21,16 @@ Current game state
|
||||
* DIALOG: Game is playing a dialog
|
||||
* WAIT: Game is waiting
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### ESCORIA\_VERSION
|
||||
|
||||
```gdscript
|
||||
const ESCORIA_VERSION: String = "0.1.0"
|
||||
```
|
||||
|
||||
Escoria version number
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### logger
|
||||
@@ -138,19 +148,11 @@ Inventory scene
|
||||
### settings
|
||||
|
||||
```gdscript
|
||||
var settings: Dictionary
|
||||
var settings: ESCSaveSettings
|
||||
```
|
||||
|
||||
These are settings that the player can affect and save/load later
|
||||
|
||||
### settings\_default
|
||||
|
||||
```gdscript
|
||||
var settings_default: Dictionary
|
||||
```
|
||||
|
||||
These are default settings
|
||||
|
||||
### current\_state
|
||||
|
||||
```gdscript
|
||||
@@ -183,13 +185,13 @@ var inputs_manager
|
||||
|
||||
The escoria inputs manager
|
||||
|
||||
### save\_data
|
||||
### save\_manager
|
||||
|
||||
```gdscript
|
||||
var save_data
|
||||
var save_manager: ESCSaveManager
|
||||
```
|
||||
|
||||
Savegame management
|
||||
Savegames and settings manager
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
|
||||
@@ -92,6 +92,12 @@ Set the camera limits
|
||||
|
||||
* camera_limits_id: The id of the room's camera limits to set
|
||||
|
||||
### save\_game
|
||||
|
||||
```gdscript
|
||||
func save_game(p_savegame_res: Resource) -> void
|
||||
```
|
||||
|
||||
### check\_game\_scene\_methods
|
||||
|
||||
```gdscript
|
||||
|
||||
@@ -44,14 +44,6 @@ func set_escoria_debug_settings()
|
||||
|
||||
Prepare the settings in the Escoria debug category
|
||||
|
||||
### set\_escoria\_internal\_settings
|
||||
|
||||
```gdscript
|
||||
func set_escoria_internal_settings()
|
||||
```
|
||||
|
||||
Prepare the settings in the Escoria internal category
|
||||
|
||||
### set\_escoria\_sound\_settings
|
||||
|
||||
```gdscript
|
||||
|
||||
@@ -1,112 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# save\_data.gd
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### DATA\_STRING
|
||||
|
||||
```gdscript
|
||||
class save_data.gd
|
||||
```
|
||||
|
||||
### DATA\_STRING\_ARRAY
|
||||
|
||||
```gdscript
|
||||
const DATA_STRING_ARRAY: int = 1
|
||||
```
|
||||
|
||||
### DATA\_VARIANT
|
||||
|
||||
```gdscript
|
||||
const DATA_VARIANT: int = 2
|
||||
```
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### base
|
||||
|
||||
```gdscript
|
||||
var base
|
||||
```
|
||||
|
||||
### slots
|
||||
|
||||
```gdscript
|
||||
var slots
|
||||
```
|
||||
|
||||
### max\_slots
|
||||
|
||||
```gdscript
|
||||
var max_slots
|
||||
```
|
||||
|
||||
### settings
|
||||
|
||||
```gdscript
|
||||
var settings
|
||||
```
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### save\_settings
|
||||
|
||||
```gdscript
|
||||
func save_settings(p_data, p_callback)
|
||||
```
|
||||
|
||||
### check\_settings
|
||||
|
||||
```gdscript
|
||||
func check_settings()
|
||||
```
|
||||
|
||||
### load\_settings
|
||||
|
||||
```gdscript
|
||||
func load_settings(p_callback)
|
||||
```
|
||||
|
||||
### save\_game
|
||||
|
||||
```gdscript
|
||||
func save_game(p_data, p_slot, p_callback)
|
||||
```
|
||||
|
||||
### load\_slot
|
||||
|
||||
```gdscript
|
||||
func load_slot(p_slot, p_callback)
|
||||
```
|
||||
|
||||
### load\_autosave
|
||||
|
||||
```gdscript
|
||||
func load_autosave(p_callback)
|
||||
```
|
||||
|
||||
### autosave
|
||||
|
||||
```gdscript
|
||||
func autosave(p_data, p_callback)
|
||||
```
|
||||
|
||||
### get\_slots\_available
|
||||
|
||||
```gdscript
|
||||
func get_slots_available(p_callback)
|
||||
```
|
||||
|
||||
### autosave\_available
|
||||
|
||||
```gdscript
|
||||
func autosave_available()
|
||||
```
|
||||
|
||||
### start
|
||||
|
||||
```gdscript
|
||||
func start()
|
||||
```
|
||||
|
||||
Reference in New Issue
Block a user