AUTO-GENERATED FILE — DO NOT EDIT MANUALLY
Source: ui/target_informer/target_informer.gd
Version: 5.0
class_name: TargetInformer
extends: GBControl
Signals
(none)
Exports
target: Node- [br][br]
- TargetInformer provides a dynamic UI component that displays object information based on
- the current game state. It responds to three different contexts with clear priority:[br]
- [br]
- [b]Priority System:[/b][br]
- [b]Manipulation[/b] (Highest Priority): Shows info for actively manipulated objects[br]
- [b]Building[/b]: Shows info for building preview objects[br]
- [br]
- [b]Signal Flow:[/b][br]
- [code]BuildingState.preview_changed[/code] → Shows building preview info[br]
- [br]
- [b]Usage:[/b][br]
- [codeblock]
- var informer = TargetInformer.new()
- add_child(informer)
- informer.resolve_gb_dependencies(composition_container)
- [/codeblock]
- [br]
- Override [code]_to_string()[/code] on displayed object nodes to show custom names
_group- Initialize the target informer display when ready.
info_parent: Control- Initialize the target informer display when ready.
Methods
_ready -> void_process(delta: float) -> voidresolve_gb_dependencies(p_container: GBCompositionContainer) -> voidclearrefreshsetupadd_info_label(p_text: String) -> Labeltrack_manipulatable_target_format_position(p_target: Node) -> String- Handle case where settings aren’t configured yet
_on_manipulation_target_changed(p_target: Manipulatable)_on_manipulation_started(p_data: ManipulationData)_on_manipulation_finished(_p_data: ManipulationData)_on_manipulation_canceled(_p_data: ManipulationData)_on_target_tree_exiting_on_building_preview_changed(p_preview: Node)_on_mode_changed(p_mode: GBEnums)_on_targeting_target_changed(p_new: Node2D, _p_old: Node2D)- Priority: If manipulation is active, don’t override with targeting