* 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>
92 lines
1.5 KiB
Markdown
92 lines
1.5 KiB
Markdown
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCObjectManager
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**Extends:** [Node](../Node)
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## Description
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A manager for ESC objects
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## Constants Descriptions
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### RESERVED\_OBJECTS
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```gdscript
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const RESERVED_OBJECTS: Array = ["_music","_sound","_speech"]
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```
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## Property Descriptions
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### objects
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```gdscript
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var objects: Dictionary
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```
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The hash of registered objects (the global id is the key)
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## Method Descriptions
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### register\_object
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```gdscript
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func register_object(object: ESCObject, force: bool = false) -> void
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```
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Register the object in the manager
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#### Parameters
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- object: Object to register
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- force: Register the object, even if it has already been registered
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### has
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```gdscript
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func has(global_id: String) -> bool
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```
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Check wether an object was registered
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#### Parameters
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- global_id: Global ID of object
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**Returns** Wether the object exists in the object registry
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### get\_object
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```gdscript
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func get_object(global_id: String) -> ESCObject
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```
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Get the object from the object registry
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#### Parameters
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- global_id: The global id of the object to retrieve
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**Returns** The retrieved object, or null if not found
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### unregister\_object
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```gdscript
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func unregister_object(object: ESCObject) -> void
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```
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Remove an object from the registry
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#### Parameters
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- object: The object to unregister
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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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Insert data to save into savegame.
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#### Parameters
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- p_savegame: The savegame resource |