# ESCSaveManager ## Constants Descriptions ### SAVE\_NAME\_TEMPLATE ```gdscript const SAVE_NAME_TEMPLATE: String = "save_%03d.tres" ``` Template for savegames filenames ### SETTINGS\_TEMPLATE ```gdscript const SETTINGS_TEMPLATE: String = "settings.tres" ``` Template for settings filename ## Property Descriptions ### save\_folder ```gdscript var save_folder: String ``` Variable containing the saves folder obtained from Project Settings ### settings\_folder ```gdscript var settings_folder: String ``` Variable containing the settings folder obtained from Project Settings ## Method Descriptions ### get\_saves\_list ```gdscript func get_saves_list() -> Dictionary ``` Return a list of savegames metadata (id, date, name and game version) ### save\_game\_exists ```gdscript func save_game_exists(id: int) -> bool ``` Returns true whether the savegame identified by id does exist ## Parameters - id: integer suffix of the savegame file ### save\_game ```gdscript func save_game(id: int, p_savename: String) ``` Save the current state of the game in a file suffixed with the id value. This id can help with slots development for the game developer.  ## Parameters - id: integer suffix of the savegame file - p_savename: name of the savegame ### load\_game ```gdscript func load_game(id: int) ``` Load a savegame file from its id.  ## Parameters - id: integer suffix of the savegame file ### save\_settings ```gdscript func save_settings() ``` Save the game settings in the settings file. ### load\_settings ```gdscript func load_settings() -> Resource ``` Load the game settings from the settings file **Returns** The Resource structure loaded from settings file