ESCLocation
Extends: Position2D
Description
A simple node extending Position2D with a global ID so that it can be
referenced in ESC Scripts. Movement-based commands like walk_to_pos
will
automatically use an ESCLocation
that is a child of the destination node.
Commands like turn_to
–which are not movement-based–will ignore child
ESCLocation
s and refer to the parent node.
Constants Descriptions
MULTIPLE_START_LOCATIONS_WARNING
const MULTIPLE_START_LOCATIONS_WARNING: String = "Only 1 ESCLocation should have is_start_location set to true in an ESCRoom"
Property Descriptions
global_id
export var global_id = ""
The global ID of this item
is_start_location
export var is_start_location = false
Setter:
set_is_start_location
If true, this ESCLocation is considered as a player start location
player_orients_on_arrival
export var player_orients_on_arrival = true
If true, player orients towards ‘interaction_angle’ as player character arrives.
interaction_angle
export var interaction_angle = 0
Let the player turn to this angle when the player arrives at the item
Method Descriptions
is_class
func is_class(p_classname: String) -> bool
Used by “is” keyword to check whether a node’s class_name is the same as p_classname.
## Parameters
p_classname: String class to compare against
set_multiple_locations_exist
func set_multiple_locations_exist(value: bool) -> void
set_is_start_location
func set_is_start_location(value: bool) -> void
Signals
signal is_start_location_set():