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 ESCLocations 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():