# ESCObject **Extends:** [Node](../Node) ## Description An object handled in Escoria ## Property Descriptions ### global\_id ```gdscript var global_id: String ``` The global id of the object ### active ```gdscript var active: bool = true ``` Wether the object is active (visible to the player) ### interactive ```gdscript var interactive: bool = true ``` Wether the object is interactive (clickable by the player) ### state ```gdscript var state: String = "default" ``` The state of the object. If the object has a respective animation, it will be played ### events ```gdscript var events: Dictionary ``` The events registered with the object ### node ```gdscript var node: Node ``` The node in the scene. Can be an ESCItem or an ESCCamera ## Method Descriptions ### \_init ```gdscript func _init(p_global_id: String, p_node: Node) ``` ### set\_state ```gdscript func set_state(p_state: String, immediate: bool = false) ``` Set the state and start a possible animation #### Parameters - p_state: State to set - immediate: If true, skip directly to the end ### get\_save\_data ```gdscript func get_save_data() -> Dictionary ``` Return the data of the object to be inserted in a savegame file. **Returns** A dictionary containing the data to be saved for this object.