ManipulationSettings
AUTO-GENERATED FILE – DO NOT EDIT MANUALLY
Settings concerning moving objects within the game world
Source File: addons/grid_building/systems/manipulation/manipulation_settings.gd
Extends: GBResource
Exported Properties
Property:
enable_demolish: boolAllows objects which that have a Manipulatable component with demolish enabled to be removed by the demolish manipulation function
Property:
demolish_while_moving: boolWhether an object that is selected for moving can be demolished while is it being moved in move mode
Property:
enable_rotate = true:- Allows the building system to rotate objects left and right during build modeProperty:
enable_flip_horizontal = true:- Allows the building system to flip objects horizontally during build modeProperty:
enable_flip_vertical = true:- Allows the building system to flip objects vertically during build modeProperty:
reset_transform_on_manipulation = falseWhether the transform of the manipulation target object should be reset to Transform2D.IDENTITY when starting a manipulation
This may be most useful when moving RigidBody2Ds or other objects that rotate during gameplay to make placing to a new location clean as the original scene designates.
Property:
disable_layer_in_manipulation = falseWhether you want to disable a layer when a manipulation like a move starts until it is canceled or finished
Property:
move_suffix: String = ""- String to append to an object’s move copy node name to differentiate it from the original source objectProperty:
demolish_success := "%s was demolished successfully."- Message displayed when demolish succeedsProperty:
failed_not_demolishable := "%s is not demolishable"- Message when target cannot be demolishedProperty:
demolish_already_deleted := "Target of demolish_data %s was already deleted."- Message when demolish target was already deletedProperty:
move_started := "Moving %s"- Message when move action startsProperty:
move_success := "%s moved to new location successfully."- Message displayed when move succeedsProperty:
failed_to_start_move := "%s was unable to start move successfully."- Message when move fails to startProperty:
no_move_target := "There is no target to move."- Message when there is no move targetProperty:
failed_placement_invalid := "Cannot place %s here."- Message when placement at target location is invalidProperty:
all_succeeded := "All placement rules succeeded validation."- Message when all placement rules succeedProperty:
failed_to_setup_rules := "One or more rules failed to setup correctly."- Message when rule setup failsProperty:
target_not_rotatable := "%s cannot be rotated."- Message when target cannot be rotatedProperty:
target_not_flippable_horizontally := "%s target cannot be flipped horizontally."- Message when target cannot be flipped horizontallyProperty:
target_not_flippable_vertically := "%s target cannot be flipped vertically."- Message when target cannot be flipped verticallyProperty:
invalid_data := "%s is not valid. Cannot move object"- Message when manipulation data is invalidProperty:
failed_manipulation_state_invalid := "Manipulation state failed to validate. Check warnings for possible missing properties."- Message when manipulation state validation failsProperty:
failed_object_not_manipulatable := "%s is not manipulatable."- Message when object is not manipulatableProperty:
failed_object_not_movable := "%s is not movable"- Message when object is not movableProperty:
failed_root_not_assigned := "%s's root has not been assigned"- Message when root node is not assignedProperty:
failed_root_not_node2D := "%s's root is not a Node2D"- Message when root is not a Node2DProperty:
failed_no_target_object := "There is no target object."- Message when there is no target objectProperty:
target_not_manipulatable := "Target is not manipulatable."- Message when target is not manipulatableProperty:
unsupported_node_type := "Unsupported node type %s"- Message for unsupported node types
Properties
Property:
rotate_increment_degrees = 90.0:- Amount to rotate objects with every step of call to left or right rotationProperty:
disabled_physics_layer: intLayer that you want disabled in source object during manipulation until the manipulation is finished or canceled.
Recommended to use a placement only layer and not to disable the layer that effects physics of objects currently moving around in the scene
Alternatively, you could put game into a pause state on started signal from ManipulationState