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 sizecell_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 -> Arrayget_runtime_issues -> Array