Grid Placement

GridTargetingSettings

AUTO-GENERATED (GDScript) API entry

AUTO-GENERATED FILE — DO NOT EDIT MANUALLY

Source: systems/grid_targeting/grid_targeting_settings.gd

Version: 5.0

class_name: GridTargetingSettings extends: GBResource

Signals

(none)

Exports

  • limit_to_adjacent = false
    • The number of tiles distance away from the limit target (if one is set)
    • that the pointer tile can be
    • Makes it so the cursor can only move to areas with valid tiles on the target map layer
    • or can move freely with snapping when false
    • Whether to show debug information for targeting systems
  • _range
    • Makes it so the cursor can only move to areas with valid tiles on the target map layer
    • or can move freely with snapping when false
    • Whether to show debug information for targeting systems
  • restrict_to_map_area = false
    • Whether to show debug information for targeting systems
  • show_debug
    • Note: Per-property legacy signals were removed; use notify_property_list_changed for change observation.
    • When set, limits tile section to only the character adjacent tile that is in the direction of the cirspr location
    • The number of tiles distance away from the limit target (if one is set)
    • that the pointer tile can be
    • Makes it so the cursor can only move to areas with valid tiles on the target map layer
    • or can move freely with snapping when false
    • Whether to show debug information for targeting systems
  • _group
    • Toggle whether the GridPositioner2D will move with mouse input or not
    • Toggle whether the GridPositioner will move with keyboard input or not. You must define the
    • positioner input actions defined in the GBActions resource
    • Toggle whether the GridPositioner2D can rotate objects with rotation input (if a target object is present)
    • When enabled, rotate_left and rotate_right actions will rotate the targeted object in 90-degree increments
    • Controls whether GridPositioner2D remains active during OFF mode
    • When true: The positioner continues to respond to mouse/keyboard input and can move/recenter
    • even when the targeting mode is set to OFF. Useful for demo scenes, level editors,
    • or debug tools where the cursor should remain interactive outside of build mode.
    • When false: The positioner ignores all input and positioning commands when in OFF mode,
    • effectively disabling cursor movement and recentering until a different mode
    • (MOVE, DEMOLISH, etc.) is activated.
    • Default: false (positioner disabled in OFF mode for typical gameplay)
    • Manual recenter mode for GridPositioner2D input actions
    • Recenter policy on enable: choose where to place the positioner when input is (re)enabled
    • NONE: Do nothing (no recenter)
    • LAST_SHOWN: Use last known/cached world position if available; fallback to mouse/camera per input settings
    • VIEW_CENTER: Center on the viewport/camera center
    • MOUSE_CURSOR:Center on the mouse cursor (uses cached event world if available; may fallback to camera center)
  • enable_mouse_input
    • Toggle whether the GridPositioner will move with keyboard input or not. You must define the
    • positioner input actions defined in the GBActions resource
    • Toggle whether the GridPositioner2D can rotate objects with rotation input (if a target object is present)
    • When enabled, rotate_left and rotate_right actions will rotate the targeted object in 90-degree increments
    • Controls whether GridPositioner2D remains active during OFF mode
    • When true: The positioner continues to respond to mouse/keyboard input and can move/recenter
    • even when the targeting mode is set to OFF. Useful for demo scenes, level editors,
    • or debug tools where the cursor should remain interactive outside of build mode.
    • When false: The positioner ignores all input and positioning commands when in OFF mode,
    • effectively disabling cursor movement and recentering until a different mode
    • (MOVE, DEMOLISH, etc.) is activated.
    • Default: false (positioner disabled in OFF mode for typical gameplay)
    • Manual recenter mode for GridPositioner2D input actions
    • Recenter policy on enable: choose where to place the positioner when input is (re)enabled
    • NONE: Do nothing (no recenter)
    • LAST_SHOWN: Use last known/cached world position if available; fallback to mouse/camera per input settings
    • VIEW_CENTER: Center on the viewport/camera center
    • MOUSE_CURSOR:Center on the mouse cursor (uses cached event world if available; may fallback to camera center)
  • enable_keyboard_input
    • Toggle whether the GridPositioner2D can rotate objects with rotation input (if a target object is present)
    • When enabled, rotate_left and rotate_right actions will rotate the targeted object in 90-degree increments
    • Controls whether GridPositioner2D remains active during OFF mode
    • When true: The positioner continues to respond to mouse/keyboard input and can move/recenter
    • even when the targeting mode is set to OFF. Useful for demo scenes, level editors,
    • or debug tools where the cursor should remain interactive outside of build mode.
    • When false: The positioner ignores all input and positioning commands when in OFF mode,
    • effectively disabling cursor movement and recentering until a different mode
    • (MOVE, DEMOLISH, etc.) is activated.
    • Default: false (positioner disabled in OFF mode for typical gameplay)
    • Manual recenter mode for GridPositioner2D input actions
    • Recenter policy on enable: choose where to place the positioner when input is (re)enabled
    • NONE: Do nothing (no recenter)
    • LAST_SHOWN: Use last known/cached world position if available; fallback to mouse/camera per input settings
    • VIEW_CENTER: Center on the viewport/camera center
    • MOUSE_CURSOR:Center on the mouse cursor (uses cached event world if available; may fallback to camera center)
  • enable_rotation_input
    • Controls whether GridPositioner2D remains active during OFF mode
    • When true: The positioner continues to respond to mouse/keyboard input and can move/recenter
    • even when the targeting mode is set to OFF. Useful for demo scenes, level editors,
    • or debug tools where the cursor should remain interactive outside of build mode.
    • When false: The positioner ignores all input and positioning commands when in OFF mode,
    • effectively disabling cursor movement and recentering until a different mode
    • (MOVE, DEMOLISH, etc.) is activated.
    • Default: false (positioner disabled in OFF mode for typical gameplay)
    • Manual recenter mode for GridPositioner2D input actions
    • Recenter policy on enable: choose where to place the positioner when input is (re)enabled
    • NONE: Do nothing (no recenter)
    • LAST_SHOWN: Use last known/cached world position if available; fallback to mouse/camera per input settings
    • VIEW_CENTER: Center on the viewport/camera center
    • MOUSE_CURSOR:Center on the mouse cursor (uses cached event world if available; may fallback to camera center)
  • remain_active_in_off_mode
    • Manual recenter mode for GridPositioner2D input actions
    • Recenter policy on enable: choose where to place the positioner when input is (re)enabled
    • NONE: Do nothing (no recenter)
    • LAST_SHOWN: Use last known/cached world position if available; fallback to mouse/camera per input settings
    • VIEW_CENTER: Center on the viewport/camera center
    • MOUSE_CURSOR:Center on the mouse cursor (uses cached event world if available; may fallback to camera center)
  • manual_recenter_mode: GBEnums
    • Recenter policy on enable: choose where to place the positioner when input is (re)enabled
    • NONE: Do nothing (no recenter)
    • LAST_SHOWN: Use last known/cached world position if available; fallback to mouse/camera per input settings
    • VIEW_CENTER: Center on the viewport/camera center
    • MOUSE_CURSOR:Center on the mouse cursor (uses cached event world if available; may fallback to camera center)
  • position_on_enable_policy: RecenterOnEnablePolicy = RecenterOnEnablePolicy.MOUSE_CURSOR
    • Controls whether the grid positioner hides when mouse input is handled by UI.
    • When [code]true[/code], the positioner will hide if:
      • Mouse input is enabled ([member enable_mouse_input] is [code]true[/code])
      • A mouse event was consumed/handled by UI elements (not reaching the game world)
    • When [code]false[/code] or when mouse input is disabled, the positioner remains
    • visible regardless of UI mouse handling.
    • [b]Note:[/b] This setting only applies when [member enable_mouse_input] is [code]true[/code].
    • If mouse input is disabled, [code]hide_on_handled[/code] has no effect.
    • [b]Behavior Examples:[/b]
      • Mouse enabled + hide_on_handled=true + UI consumes mouse = Hidden
      • Mouse enabled + hide_on_handled=false + UI consumes mouse = Visible
      • Mouse disabled + hide_on_handled=true + any mouse state = Visible (ignored)
  • hide_on_handled

    • [b]Behavior Examples:[/b]
  • _group
    • Toggle whether the GridPositioner2D will move with mouse input or not
    • Toggle whether the GridPositioner will move with keyboard input or not. You must define the
    • positioner input actions defined in the GBActions resource
    • Toggle whether the GridPositioner2D can rotate objects with rotation input (if a target object is present)
    • When enabled, rotate_left and rotate_right actions will rotate the targeted object in 90-degree increments
    • Controls whether GridPositioner2D remains active during OFF mode
    • When true: The positioner continues to respond to mouse/keyboard input and can move/recenter
    • even when the targeting mode is set to OFF. Useful for demo scenes, level editors,
    • or debug tools where the cursor should remain interactive outside of build mode.
    • When false: The positioner ignores all input and positioning commands when in OFF mode,
    • effectively disabling cursor movement and recentering until a different mode
    • (MOVE, DEMOLISH, etc.) is activated.
    • Default: false (positioner disabled in OFF mode for typical gameplay)
    • Manual recenter mode for GridPositioner2D input actions
    • Recenter policy on enable: choose where to place the positioner when input is (re)enabled
    • NONE: Do nothing (no recenter)
    • LAST_SHOWN: Use last known/cached world position if available; fallback to mouse/camera per input settings
    • VIEW_CENTER: Center on the viewport/camera center
    • MOUSE_CURSOR:Center on the mouse cursor (uses cached event world if available; may fallback to camera center)
  • region_size = Vector2i(50, 50): # Testing size
  • cell_shape = AStarGrid2D.CellShape.CELL_SHAPE_SQUARE:
  • diagonal_mode = AStarGrid2D.DiagonalMode.DIAGONAL_MODE_ALWAYS :
  • default_compute_heuristic = AStarGrid2D.HEURISTIC_EUCLIDEAN :
  • default_estimate_heuristic = AStarGrid2D.HEURISTIC_EUCLIDEAN :

Methods

  • get_editor_issues -> Array
  • get_runtime_issues -> Array