GBCamera2DValidator
Runtime validation for game startup...
Runtime validation for game startup Call this during game initialization to verify setup
Version: v5.0.0
Inherits: RefCounted
Source: gb_camera2d_validator.gd
Parsing: AST-based for maximum accuracy with symbol typing
Methods
validate_scene_setup
Signature: static validate_scene_setup(scene_root: Node) -> bool
[return] True if setup is valid, false if issues found
Returns: bool
Static: true
Parameters:
scene_root: Node
_test_coordinate_conversion
Signature: static _test_coordinate_conversion(viewport: Viewport, camera: Camera2D) -> Dictionary
[return] Dictionary with success, accuracy, and error info
Returns: Dictionary
Static: true
Parameters:
viewport: Viewportcamera: Camera2D
_find_all_camera2d_nodes
Signature: static _find_all_camera2d_nodes(root: Node) -> Array
[return] Array of Camera2D nodes
Returns: Array
Static: true
Parameters:
root: Node
_collect_cameras_recursive
Signature: static _collect_cameras_recursive(node: Node, cameras: Array[Camera2D]: Variant) -> void
Helper function for recursive camera collection
Returns: void
Static: true
Parameters:
node: Nodecameras: Array[Camera2D]: Variant
_print_results
Signature: static _print_results(successes: Array[String]: Variant, warnings: Array[String]: Variant, issues: Array[String]: Variant) -> void
Prints validation results in organized format
Returns: void
Static: true
Parameters:
successes: Array[String]: Variantwarnings: Array[String]: Variantissues: Array[String]: Variant
validate_current_scene
Signature: static validate_current_scene() -> bool
Call this from an @tool script in the editor to validate current scene
Returns: bool
Static: true
validate_runtime_setup
Signature: static validate_runtime_setup(main_scene: Node) -> bool
Call this during game initialization to verify setup
Returns: bool
Static: true
Parameters:
main_scene: Node