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gymkhana-actions/docs/api/ESCSaveManager.md
Dennis Ploeger 604cccb56d 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>
2021-07-27 16:05:14 +02:00

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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# 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