Co-authored-by: Dennis Ploeger <develop@dieploegers.de> Co-authored-by: dploeger <dploeger@users.noreply.github.com>
92 lines
1.4 KiB
Markdown
92 lines
1.4 KiB
Markdown
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCObject
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**Extends:** [Node](../Node)
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## Description
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An object handled in Escoria
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## Property Descriptions
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### global\_id
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```gdscript
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var global_id: String
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```
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The global id of the object
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### active
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```gdscript
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var active: bool = true
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```
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Wether the object is active (visible to the player)
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### interactive
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```gdscript
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var interactive: bool = true
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```
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Wether the object is interactive (clickable by the player)
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### state
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```gdscript
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var state: String = "default"
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```
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The state of the object. If the object has a respective animation,
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it will be played
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### events
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```gdscript
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var events: Dictionary
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```
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The events registered with the object
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### node
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```gdscript
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var node: Node
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```
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The node in the scene. Can be an ESCItem or an ESCCamera
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## Method Descriptions
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### \_init
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```gdscript
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func _init(p_global_id: String, p_node: Node)
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```
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### set\_state
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```gdscript
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func set_state(p_state: String, immediate: bool = false)
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```
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Set the state and start a possible animation
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#### Parameters
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- p_state: State to set
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- immediate: If true, skip directly to the end
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### get\_save\_data
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```gdscript
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func get_save_data() -> Dictionary
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```
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Return the data of the object to be inserted in a savegame file.
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**Returns**
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A dictionary containing the data to be saved for this object. |