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>
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docs/api/ESCSaveManager.md
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docs/api/ESCSaveManager.md
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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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```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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### load\_settings
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```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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