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>