Table of Contents

Class Owner

Namespace
MoonBark.GridPlacement.Core.Domain.State
Assembly
MoonBark.GridPlacement.Core.dll

Component that assigns an entity as the active owner on a user state resource.

This node can automatically or manually designate an OwnerRoot (such as a CharacterBody2D, NPC, or other) as the active entity within the system, enabling participation in grid-based logic.

Ported from: godot/addons/grid_building/core/contexts/gb_owner.gd

public class Owner : IOwnerNotifiable, IOwner
Inheritance
Owner
Implements
Inherited Members

Constructors

Owner(object?)

Initialize with an optional owner root node.

public Owner(object? ownerRoot = null)

Parameters

ownerRoot object

Root node that owns this building context (optional)

Properties

OwnerRoot

The root node representing the entity that owns this component.

This can be a player character, AI agent, NPC, or any other node that acts as the owning entity. This node will be assigned as the active entity in the user state.

public object? OwnerRoot { get; set; }

Property Value

object

Methods

GetRuntimeIssues()

Validates that all required dependencies and properties are properly set. Returns validation issues if dependencies are missing, empty list if valid.

public List<string> GetRuntimeIssues()

Returns

List<string>

List of validation issues (empty if valid)

ResolveDependencies(IOwnerContext)

Resolve dependencies from the composition container. Uses the interface type so callers are not forced to rely on the legacy concrete IOwnerContext type.

public void ResolveDependencies(IOwnerContext context)

Parameters

context IOwnerContext

The owner context to register with

Events

RootChanged

Emits if the root owning node ever changes

public event Action<object?>? RootChanged

Event Type

Action<object>