* Added event flags * Added transition ESC command * Also edited .gitignore to ignore .translation files * docs: Automatic update of API docs Co-authored-by: StraToN <StraToN@users.noreply.github.com>
86 lines
1.3 KiB
Markdown
86 lines
1.3 KiB
Markdown
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCEvent
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**Extends:** [ESCStatement](../ESCStatement) < [Object](../Object)
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## Description
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An event in the ESC language
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Events are triggered from various sources. Common events include
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* :setup Called every time when visiting a scene
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* :ready Called the first time a scene is visited
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* :use <global id> Called from the current item when it is used with the item
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with the global id <global id>
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## Constants Descriptions
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### FLAG\_NO\_HUD
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```gdscript
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const FLAG_NO_HUD: int = 4
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```
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### FLAG\_NO\_SAVE
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```gdscript
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const FLAG_NO_SAVE: int = 8
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```
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### FLAG\_NO\_TT
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```gdscript
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const FLAG_NO_TT: int = 2
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```
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### FLAG\_TK
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```gdscript
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const FLAG_TK: int = 1
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```
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### REGEX
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```gdscript
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const REGEX: String = "^:(?<name>[^|]+)( \\|\\s*(?<flags>( (TK|NO_TT|NO_HUD|NO_SAVE))+))?$"
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```
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Regex identifying an ESC event
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## Property Descriptions
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### name
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```gdscript
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var name: String
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```
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Name of event
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### flags
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```gdscript
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var flags: int = 0
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```
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Flags set to this event
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## Method Descriptions
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### \_init
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```gdscript
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func _init(event_string: String)
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```
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Create a new event from an event line
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### run
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```gdscript
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func run() -> int
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```
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Execute this statement and return its return code |