Co-authored-by: Dennis Ploeger <develop@dieploegers.de> Co-authored-by: dploeger <dploeger@users.noreply.github.com>
109 lines
2.2 KiB
Markdown
109 lines
2.2 KiB
Markdown
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCGlobalsManager
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**Extends:** [Resource](../Resource)
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## Description
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A resource that manages the ESC global states
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The ESC global state is basically simply a dictionary of keys with
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values. Values can be bool, integer or strings
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## Constants Descriptions
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### RESERVED\_GLOBALS
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```gdscript
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const RESERVED_GLOBALS: Array = ["ESC_LAST_SCENE"]
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```
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A list of reserved globals which can not be overridden
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## Method Descriptions
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### has
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```gdscript
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func has(key: String) -> bool
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```
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Check if a global was registered
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#### Parameters
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- key: The global key to check
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**Returns** Wether the global was registered
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### get\_global
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```gdscript
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func get_global(key: String)
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```
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Get the current value of a global
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#### Parameters
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- key: The key of the global to return the value
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**Returns** The value of the global
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### filter
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```gdscript
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func filter(pattern: String) -> Dictionary
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```
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Filter the globals and return all matching keys and their values as
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a dictionary
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Check out [the Godot docs](https://docs.godotengine.org/en/stable/classes/class_string.html#class-string-method-match)
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for the pattern format
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#### Parameters
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- pattern: The pattern that the keys have to match
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**Returns** A dictionary of matching keys and their values
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### set\_global
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```gdscript
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func set_global(key: String, value, ignore_reserved: bool = false) -> void
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```
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Set the value of a global
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#### Parameters
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- key: The key of the global to modify
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- value: The new value
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### set\_global\_wildcard
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```gdscript
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func set_global_wildcard(pattern: String, value) -> void
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```
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Set all globals that match the pattern to the value
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Check out [the Godot docs](https://docs.godotengine.org/en/stable/classes/class_string.html#class-string-method-match)
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for the pattern format
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#### Parameters
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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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