Table of Contents

Class CollisionCheckRule

Namespace
MoonBark.GridPlacement.Godot.Placement.PlacementRules
Assembly
MoonBark.GridPlacement.Godot.dll

Rule that checks for collision at a single point using Godot's IntersectPoint. Returns true if the point is empty (no collision), false if occupied.

[GlobalClass]
[ScriptPath("res://addons/grid_placement/placement/placement_rules/CollisionCheckRule.cs")]
public class CollisionCheckRule : TileCheckRule, IDisposable
Inheritance
GodotObject
RefCounted
Resource
CollisionCheckRule
Implements
Inherited Members
Resource._GetRid()
Resource._ResetState()
Resource._SetupLocalToScene()
Resource.GetRid()
Resource.GetLocalScene()
Resource.SetupLocalToScene()
Resource.ResetState()
Resource.IsBuiltIn()
Resource.GenerateSceneUniqueId()
Resource.EmitChanged()
Resource.EmitSignalChanged()
Resource.EmitSignalSetupLocalToSceneRequested()
Resource.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Resource.HasGodotClassMethod(in godot_string_name)
Resource.HasGodotClassSignal(in godot_string_name)
Resource.ResourceLocalToScene
Resource.ResourcePath
Resource.ResourceName
Resource.ResourceSceneUniqueId
Resource.Changed
Resource.SetupLocalToSceneRequested
RefCounted.InitRef()
RefCounted.Reference()
RefCounted.Unreference()
RefCounted.GetReferenceCount()
GodotObject.NotificationPostinitialize
GodotObject.NotificationPredelete
GodotObject.NotificationExtensionReloaded
GodotObject.IsInstanceValid(GodotObject)
GodotObject.WeakRef(GodotObject)
GodotObject.Dispose()
GodotObject.ToString()
GodotObject.ToSignal(GodotObject, StringName)
GodotObject._Get(StringName)
GodotObject._GetPropertyList()
GodotObject._IterGet(Variant)
GodotObject._IterInit(Array)
GodotObject._IterNext(Array)
GodotObject._PropertyCanRevert(StringName)
GodotObject._PropertyGetRevert(StringName)
GodotObject._Set(StringName, Variant)
GodotObject._ValidateProperty(Dictionary)
GodotObject.Free()
GodotObject.GetClass()
GodotObject.Set(StringName, Variant)
GodotObject.Get(StringName)
GodotObject.SetIndexed(NodePath, Variant)
GodotObject.GetIndexed(NodePath)
GodotObject.GetPropertyList()
GodotObject.GetMethodList()
GodotObject.PropertyCanRevert(StringName)
GodotObject.PropertyGetRevert(StringName)
GodotObject.GetInstanceId()
GodotObject.SetScript(Variant)
GodotObject.GetScript()
GodotObject.SetMeta(StringName, Variant)
GodotObject.RemoveMeta(StringName)
GodotObject.GetMeta(StringName, Variant)
GodotObject.HasMeta(StringName)
GodotObject.GetMetaList()
GodotObject.HasUserSignal(StringName)
GodotObject.RemoveUserSignal(StringName)
GodotObject.EmitSignal(StringName, params Variant[])
GodotObject.Call(StringName, params Variant[])
GodotObject.CallDeferred(StringName, params Variant[])
GodotObject.SetDeferred(StringName, Variant)
GodotObject.Callv(StringName, Array)
GodotObject.HasMethod(StringName)
GodotObject.GetMethodArgumentCount(StringName)
GodotObject.HasSignal(StringName)
GodotObject.GetSignalList()
GodotObject.GetSignalConnectionList(StringName)
GodotObject.GetIncomingConnections()
GodotObject.Disconnect(StringName, Callable)
GodotObject.IsConnected(StringName, Callable)
GodotObject.HasConnections(StringName)
GodotObject.IsBlockingSignals()
GodotObject.NotifyPropertyListChanged()
GodotObject.CanTranslateMessages()
GodotObject.Tr(StringName, StringName)
GodotObject.GetTranslationDomain()
GodotObject.SetTranslationDomain(StringName)
GodotObject.IsQueuedForDeletion()
GodotObject.CancelFree()
GodotObject.EmitSignalScriptChanged()
GodotObject.EmitSignalPropertyListChanged()
GodotObject.NativeInstance
GodotObject.ScriptChanged
GodotObject.PropertyListChanged

Constructors

CollisionCheckRule()

Creates a new CollisionCheckRule with default values.

public CollisionCheckRule()

Methods

CheckPosition(Vector2, PhysicsDirectSpaceState2D)

Checks if the given world position passes this tile check rule. Uses IntersectPoint query to detect if any collidable object exists at the position.

public override bool CheckPosition(Vector2 worldPosition, PhysicsDirectSpaceState2D spaceState)

Parameters

worldPosition Vector2

The world position to check.

spaceState PhysicsDirectSpaceState2D

The physics direct space state to query against.

Returns

bool

True if no collision is detected (placement is valid); false if collision exists.