Grid Placement

ManipulationSystem

AUTO-GENERATED (GDScript) API entry

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_move
  • for
    • This keeps the manipulation active so user can try placing elsewhere
  • if
  • _indicator_context
  • for
    • 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 -> bool
  • get_runtime_issues -> Array
  • resolve_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) -> String
  • try_move(p_root: Node) -> ManipulationData
  • _start_move(p_data: ManipulationData) -> bool
  • try_placement(p_move: ManipulationData) -> ValidationResults
  • is_ready -> bool
  • cancel
  • try_demolish(p_manipulatable: Manipulatable) -> ManipulationData
  • demolish(p_manipulatable: Manipulatable) -> bool
  • rotate(p_target: Node, degrees: float)
  • flip_horizontal(p_target: Node)
  • flip_vertical(p_target: Node)
  • get_targeted -> Node
  • set_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)