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 pTargetMap
  • global::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>