TileCheckRule

TileCheckRule

Base class for rules that check tile properties for placement validation. Ported from: godot/addons/grid_building/systems/placement/validators/placement_rules/tile_check_rule.gd

Project: GridPlacement v6.0
Layer: Godot
Source: Godot/_Legacy/Systems/Placement/Validators/TileCheckRule.cs
Namespace: GridBuilding.Godot.Systems.Placement.Validators
Kind: class

Parsing Method: AST-based (Roslyn) - NOT regex

⚠️ IMPORTANT: This documentation was generated using AST parsing, not regex.

Properties

ApplyToObjectsMask

Physics layers for collision object detection.

VisualPriority

Priority for handling multiple rule failures. Rule with the highest priority and a fail display settings set will be used in the indicator’s sprite to display.

FailVisualSettings

Display settings for an indicator to use with an override priority.

Indicators

List of all indicators that are currently using the rule for evaluation.

Methods

GetFailingIndicators

Runs the rule against an array of indicators. Returns the indicators that fail the test.

Returns: Array<RuleCheckIndicatorNode>

Parameters:

  • Array<RuleCheckIndicatorNode> indicators

GetTilePositions

Returns the tile locations that the indicators are currently positioned over on the tilemap. You can call this after the rules have been setup for the object being manipulated.

Returns: Array<Vector2I>

TearDown

Tears down the rule, cleaning up indicators and state.

Returns: void

GetEditorIssues

Returns an array of issues found during editor validation.

Returns: Array<string>

GetRuntimeIssues

Returns an array of issues found during runtime validation.

Returns: Array<string>