BuildingState

AUTO-GENERATED FILE – DO NOT EDIT MANUALLY

Source File: addons/grid_building/systems/building/building_state.gd

Extends: RefCounted

Signals

  • Signal: success(build_action_data: BuildActionData)

    Manages communication between the building system and connected objects during gameplay. Emits signals for build actions, previews, and state changes to coordinate placement. Validates readiness when the tile map is set, requiring all properties to be assigned in the same frame. Emitted when an object is successfully placed into the game world.

  • Signal: failed(build_action_data: BuildActionData) - Emitted when a build action fails.

  • Signal: preview_changed(preview: Node) - Emitted when the build preview instance changes.

  • Signal: placed_parent_changed(placed_parent: Node) - Emitted when the parent node for placed objects changes.

  • Signal: system_changed(system: BuildingSystem) - Emitted when the connected building system changes (currently unused).

Properties

  • Property: placed_parent: Node: - The parent node where objects are placed during build mode.
  • Property: preview: Node: - The current preview object in build mode, moving with the mouse until placed.

Private Properties

  • Property: _owner_context: [GBOwnerContext](./gb-owner-context/) (private) - Shared reference to the user controlling the building system.

Public Methods

get_owner

1
get_owner() -> GBOwner

Returns the placer node from the _owner_context, or null if unset.


get_editor_issues

1
get_editor_issues() -> Array[String]

Validates the state’s runtime properties, skipping checks in the editor or when build mode is off.


get_runtime_issues

1
get_runtime_issues() -> Array[String]

Checks properties that should be set at runtime before building system operations


Private Methods

_init

1
_init(p_owner_context : GBOwnerContext) -> void

Flags: private


_on_placed_parent_tree_exited

1
_on_placed_parent_tree_exited() -> void

Flags: private

Resets placed_parent when it exits the scene tree.


_on_preview_tree_exited

1
_on_preview_tree_exited() -> void

Flags: private

Resets preview when it exits the scene tree.