* feat: Implements speech fixes #377 * docs: Automatic update of API docs * chore: Updated speech translation. Co-authored-by: Dennis Ploeger <develop@dieploegers.de> Co-authored-by: dploeger <dploeger@users.noreply.github.com>
98 lines
1.5 KiB
Markdown
98 lines
1.5 KiB
Markdown
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# main.gd
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**Extends:** [Node](../Node)
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## Description
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Escoria main room handling and scene switcher
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## Property Descriptions
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### last\_scene\_global\_id
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```gdscript
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var last_scene_global_id: String
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```
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Global id of the last scene the player was before current scene
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### current\_scene
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```gdscript
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var current_scene: Node
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```
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Current scene room being displayed
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### wait\_level
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```gdscript
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var wait_level
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```
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The Escoria context currently in wait state
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### scene\_transition
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```gdscript
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var scene_transition
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```
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Reference to the scene transition node
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## Method Descriptions
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### set\_scene
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```gdscript
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func set_scene(p_scene: Node) -> void
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```
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Set current scene
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#### Parameters
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- p_scene: Scene to set
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### clear\_scene
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```gdscript
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func clear_scene() -> void
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```
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Cleanup the current scene
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### set\_camera\_limits
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```gdscript
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func set_camera_limits(camera_limit_id: int = 0) -> void
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```
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Set the camera limits
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#### Parameters
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* camera_limits_id: The id of the room's camera limits to set
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### save\_game
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```gdscript
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func save_game(p_savegame_res: Resource) -> void
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```
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### check\_game\_scene\_methods
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```gdscript
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func check_game_scene_methods()
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```
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Sanity check that the game.tscn scene's root node script MUST
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implement the following methods. If they do not exist, stop immediately.
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Implement them, even if empty
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## Signals
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- signal room_ready(): Signal sent when the room is loaded and ready.
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