AUTO-GENERATED FILE — DO NOT EDIT MANUALLY
Source: systems/manipulation/manipulation_system.gd
Version: 5.0
class_name: ManipulationSystem
extends: GBSystem
Signals
move_indicators_ready(indicators: Array)- region Dependencies
with- DIAGNOSTIC: Log indicator count for debugging duplicate indicator issues
p_movefor- This keeps the manipulation active so user can try placing elsewhere
if_indicator_contextfor- This keeps the manipulation active so user can try placing elsewhere
if
Exports
_group- region Dependencies
[Results]
Methods
create_with_injection(p_parent: Node, container: GBCompositionContainer) -> ManipulationSystem_are_dependencies_ready -> boolget_runtime_issues -> Arrayresolve_gb_dependencies(p_container: GBCompositionContainer) -> void_ensure_manipulation_settings -> void_validate_move_preconditions(p_root: Node, p_move_data: ManipulationData) -> String_check_dependencies_resolved -> bool_get_unsupported_node_type_message(p_node_class: String) -> Stringtry_move(p_root: Node) -> ManipulationData_start_move(p_data: ManipulationData) -> booltry_placement(p_move: ManipulationData) -> ValidationResultsis_ready -> boolcanceltry_demolish(p_manipulatable: Manipulatable) -> ManipulationDatademolish(p_manipulatable: Manipulatable) -> boolrotate(p_target: Node, degrees: float)flip_horizontal(p_target: Node)flip_vertical(p_target: Node)get_targeted -> Nodeset_targeted(p_obj_root: Node) -> void_unhandled_input(event: InputEvent) -> void_input(event: InputEvent) -> void- Intentionally no-op to avoid double-processing: Godot will call both _input and _unhandled_input.
_perform_manipulation_actions(event: InputEvent)_finish(p_data: ManipulationData) -> void_on_mode_changed(p_mode: GBEnums)_process(_delta: float) -> void- Guard: Don’t process if dependencies not ready
_on_target_changed(p_new: Node, p_old: Node)- Guard: Don’t process if dependencies not ready
_on_preview_changed(p_preview: Node)- Guard: Don’t process if dependencies not ready
_send_manipulation_failed(p_manipulated: Manipulatable, p_action: GBEnums)_disable_selected_physics(p_container: Node2D)_enable_selected_physics_on_source_tree_exiting -> void_disconnect_source_monitoring(p_data: ManipulationData) -> void_get_demolish_display_name(p_manipulatable: Manipulatable) -> String_clear_manipulation_data(p_data: ManipulationData) -> void_debug_node(n)_describe_layers(obj)