docs: Automatic update of API docs
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docs/api/ESCInventoryButton.md
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docs/api/ESCInventoryButton.md
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCInventoryButton
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**Extends:** [TextureButton](../TextureButton)
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## Description
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The inventory representation of an ESC item if pickable (only used by
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the inventory components)
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## Property Descriptions
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### global\_id
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```gdscript
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var global_id: String = ""
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```
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Global ID of the ESCItem that uses this ESCInventoryItem
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## Method Descriptions
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### \_init
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```gdscript
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func _init(p_item: ESCInventoryItem) -> void
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```
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## Signals
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- signal mouse_left_inventory_item(item_id): Signal emitted when the item was left clicked
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#### Parameters
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- item_id: Global ID of the clicked item
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- signal mouse_right_inventory_item(item_id): Signal emitted when the item was right clicked
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#### Parameters
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- item_id: Global ID of the clicked item
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- signal mouse_double_left_inventory_item(item_id): Signal emitted when the item was double clicked
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#### Parameters
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- item_id: Global ID of the clicked item
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- signal inventory_item_focused(item_id): Signal emitted when the item was focused
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#### Parameters
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- item_id: Global ID of the clicked item
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- signal inventory_item_unfocused(): Signal emitted when the item is not focused anymore
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docs/api/ESCInventoryContainer.md
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docs/api/ESCInventoryContainer.md
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCInventoryContainer
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**Extends:** [Control](../Control)
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## Description
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Inventory container handler that acts as a base for UIs inventory containers
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## Method Descriptions
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### is\_empty
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```gdscript
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func is_empty() -> bool
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```
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Get wether the inventory container currently is empty
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**Returns** Wether the container is empty or not
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### add\_item
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```gdscript
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func add_item(inventory_item: ESCInventoryItem) -> ESCInventoryButton
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```
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Add a new item into the container and return the control generated for it
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so its events can be handled by the inputs manager
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#### Parameters
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- inventory_item: Item to add
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**Returns** The button generated for the item
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### remove\_item
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```gdscript
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func remove_item(inventory_item: ESCInventoryItem)
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```
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Remove an item from the container
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#### Parameters
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- inventory_item: Item to remove
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# ESCInventoryItem
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# ESCInventoryItem
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**Extends:** [TextureButton](../TextureButton)
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## Description
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The inventory representation of an ESC item if pickable
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## Property Descriptions
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## Property Descriptions
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### global\_id
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### global\_id
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```gdscript
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```gdscript
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var global_id
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var global_id: String = ""
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```
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```
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Global ID of the ESCItem that uses this ESCInventoryItem
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Global ID of the ESCItem that uses this ESCInventoryItem
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Will be set by ESCItem automatically
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## Signals
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### texture
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- signal mouse_left_inventory_item(item_id): Signal emitted when the item was left clicked
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```gdscript
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var texture: Texture
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```
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#### Parameters
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The texture for the item
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- item_id: Global ID of the clicked item
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## Method Descriptions
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- signal mouse_right_inventory_item(item_id): Signal emitted when the item was right clicked
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#### Parameters
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### \_init
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- item_id: Global ID of the clicked item
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```gdscript
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- signal mouse_double_left_inventory_item(item_id): Signal emitted when the item was double clicked
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func _init(p_item: ESCItem) -> void
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```
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#### Parameters
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- item_id: Global ID of the clicked item
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- signal inventory_item_focused(item_id): Signal emitted when the item was focused
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#### Parameters
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- item_id: Global ID of the clicked item
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- signal inventory_item_unfocused(): Signal emitted when the item is not focused anymore
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@@ -146,14 +146,13 @@ export var use_from_inventory_only = false
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If true, then the object must have been picked up before using it.
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If true, then the object must have been picked up before using it.
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A false value is useful for items in the background, such as buttons.
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A false value is useful for items in the background, such as buttons.
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### inventory\_item\_scene\_file
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### inventory\_texture
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```gdscript
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```gdscript
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export var inventory_item_scene_file: PackedScene = "[Object:null]"
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export var inventory_texture: Texture = "[Object:null]"
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```
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```
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Scene based on ESCInventoryItem used in inventory for the object if it is
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The visual representation for this item when its in the inventory
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picked up, that displays and handles the item
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### dialog\_color
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### dialog\_color
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@@ -228,15 +227,6 @@ var collision: Node
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Reference to this items collision shape node
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Reference to this items collision shape node
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### inventory\_item
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```gdscript
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var inventory_item: ESCInventoryItem
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```
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The representation of this item in the scene. Will
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be loaded, if inventory_item_scene_file is set.
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## Method Descriptions
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## Method Descriptions
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### get\_animation\_player
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### get\_animation\_player
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@@ -13,7 +13,7 @@ Logging framework for Escoria
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### LOG\_DEBUG
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### LOG\_DEBUG
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```gdscript
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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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```
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Valid log levels
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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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### LOG\_ERROR
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```gdscript
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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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```
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Valid log levels
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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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### LOG\_INFO
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```gdscript
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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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```
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Valid log levels
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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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### LOG\_WARNING
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```gdscript
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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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```
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Valid log levels
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Valid log levels
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