PhysicsLayerManager
PhysicsLayerManager
Core physics layer management for manipulation operations (engine-agnostic). Handles collision layer enabling/disabling during manipulation without engine dependencies. Responsibilities:
- Track physics layer state changes
- Disable collision layers during manipulation
- Restore original physics layer state
- Provide physics layer validation
Project: GridPlacement v6.0
Layer: Godot
Source: Godot/Core/Services/Manipulation/PhysicsLayerManager.cs
Namespace: GridBuilding.Core.Services.Manipulation
Kind: class
Parsing Method: AST-based (Roslyn) - NOT regex
⚠️ IMPORTANT: This documentation was generated using AST parsing, not regex.
Methods
DisableLayers
Disables specified physics layers for an object.
Returns: bool
Parameters:
string objectIdList<int> layersToDisableDictionary<string, bool> disabledObjects
RestoreLayers
Restores physics layers for an object.
Returns: bool
Parameters:
string objectId
RestoreAllLayers
Restores all disabled physics layers.
Returns: int
Parameters:
Dictionary<string, bool> disabledObjects
HasDisabledLayers
Checks if an object has disabled physics layers.
Returns: bool
Parameters:
string objectId
GetDisabledLayers
Gets the disabled layers for an object.
Returns: List<int>
Parameters:
string objectId
GetOriginalLayers
Gets the original layers for an object before they were disabled.
Returns: List<int>
Parameters:
string objectId
IsValidLayer
Validates if a layer number is valid.
Returns: bool
Parameters:
int layer
AreValidLayers
Validates a list of layer numbers.
Returns: bool
Parameters:
List<int> layers
GetDisabledObjects
Gets all currently disabled objects.
Returns: Dictionary<string, PhysicsLayerState>
ClearAllTracking
Clears all tracking data (for cleanup/reset).
Returns: void