ManipulationStateMachineLogicBlocks
ManipulationStateMachineLogicBlocks
LogicBlocks-based state machine for building manipulation Provides the same public API as the original ManipulationStateMachine but uses LogicBlocks internally for state management
Project: GridPlacement v6.0
Layer: Godot
Source: Godot/Core/_incomplete/State/Manipulation/ManipulationStateMachineLogicBlocks.cs
Namespace: GridBuilding.Core.State.Manipulation
Kind: class
Parsing Method: AST-based (Roslyn) - NOT regex
⚠️ IMPORTANT: This documentation was generated using AST parsing, not regex.
Properties
EnableStateHistory
MaxHistorySize
CurrentState
CurrentStateName
HasStateHistory
Methods
Update
Updates the current state (for time-based operations)
Returns: void
Parameters:
double delta
HandleInput
Handles input events
Returns: void
Parameters:
InputEventData inputEvent
StartBuilding
Starts a building manipulation
Returns: void
Parameters:
CoreVector2I positionBuildingData? buildingData
StartDragging
Starts a dragging manipulation
Returns: void
Parameters:
CoreVector2I positionobject? draggedObject
StartRotating
Starts a rotating manipulation
Returns: void
Parameters:
CoreVector2I positionobject? rotatingObject
StartDeleting
Starts a deleting manipulation
Returns: void
UpdateTarget
Updates the target position
Returns: void
Parameters:
CoreVector2I position
CancelManipulation
Cancels the current manipulation
Returns: void
FinishManipulation
Finishes the current manipulation
Returns: void
GetCurrentCommand
Gets the current command from the LogicBlocks state machine
Returns: IManipulationCommand?
GetCurrentCommand
Gets the current command, safely typed
Returns: T?
HasCurrentCommand
Checks if the current state has a specific command type
Returns: bool
RevertToPreviousState
Reverts to the previous state
Returns: bool
GetStateHistory
Gets the state history
Returns: List<string>
ClearStateHistory
Clears the state history
Returns: void
CanTransitionTo
Checks if a transition is possible
Returns: bool
Parameters:
string targetStateName
IsInManipulationState
Checks if currently in an active manipulation state
Returns: bool
GetLogicBlocks
Gets the LogicBlocks instance for advanced usage
Returns: ManipulationLogic