ESCGlobalsManager

Extends: Resource

Description

A resource that manages the ESC global states The ESC global state is basically simply a dictionary of keys with values. Values can be bool, integer or strings

Method Descriptions

has

func has(key: String) -> bool

Check if a global was registered

Parameters

  • key: The global key to check Returns Whether the global was registered

register_reserved_global

func register_reserved_global(key: String, value = null) -> void

Registers a global as being reserved and initializes it.

Parameters

  • key: The key of the global to register

  • value: The initial value (optional)

get_global

func get_global(key: String)

Get the current value of a global

Parameters

  • key: The key of the global to return the value Returns The value of the global

filter

func filter(pattern: String) -> Dictionary

Filter the globals and return all matching keys and their values as a dictionary Check out the Godot docs for the pattern format

Parameters

  • pattern: The pattern that the keys have to match Returns A dictionary of matching keys and their values

set_global

func set_global(key: String, value, ignore_reserved: bool = false) -> void

Set the value of a global

Parameters

  • key: The key of the global to modify

  • value: The new value

set_global_wildcard

func set_global_wildcard(pattern: String, value) -> void

Set all globals that match the pattern to the value Check out the Godot docs for the pattern format

Parameters

  • pattern: The wildcard pattern to match

  • value: The new value

save_game

func save_game(p_savegame: ESCSaveGame) -> void

Save the state of globals in the savegame.

Parameters

  • p_savegame: ESCSaveGame resource that holds all data of the save

Signals

  • signal global_changed(global, old_value, new_value): Emitted when a global is changed