TargetingState
TargetingState
Godot-specific implementation of TargetingState that wraps the Core POCS implementation. Provides Godot Resource compatibility and Godot-specific signal emission. Ported from: godot/addons/grid_building/systems/grid_targeting/grid_targeting_state.gd
Project: GridPlacement v6.0
Layer: Godot
Source: Godot/_Legacy/Systems/GridTargeting/TargetingState.cs
Namespace: GridBuilding.Godot.Systems.GridTargeting
Kind: class
Parsing Method: AST-based (Roslyn) - NOT regex
⚠️ IMPORTANT: This documentation was generated using AST parsing, not regex.
Properties
CoreState
Positioner
Parent node for positioning grid building objects onto the game world.
TargetMap
The TileMapLayer or TileMap node to be used when determining grid distances in your game world.
Maps
All maps to be known by the targeting state for testing against without casting for collisions.
TileSize
Tile size property that delegates to the target map’s tile set, exposed as Godot Vector2I.
CollisionExclusions
Nodes that should be excluded from collision detection during indicator validation.
Methods
GetTarget
Returns the resolved target node (the logical root).
Returns: Node2D?
GetCollider
Returns the raw collision object.
Returns: Node2D?
GetTargetMapTileSet
Gets the tileset of the currently targeted TileMapLayer
Returns: TileSet?
SetCollider
Sets the collision object and automatically resolves the target.
Returns: void
Parameters:
Node2D? pCollider
SetMapObjects
Sets the target map and maps array for this targeting state
Returns: void
Parameters:
TileMapLayer pTargetMapglobal::Godot.Collections.Array<TileMapLayer> pMaps
GetOwner
Returns: Node?
GetOwnerRoot
Returns: Node?
GetOrigin
Returns: Node?
GetEditorIssues
Returns: global::Godot.Collections.Array<string>
GetRuntimeIssues
Returns: global::Godot.Collections.Array<string>