TargetingState2D
AUTO-GENERATED FILE — DO NOT EDIT MANUALLY
Source: systems/grid_targeting/targeting_state_2d.gd
Version: 5.1
class_name: TargetingState2D
extends: RefCounted
Summary
TargetingState2D
Pure data state for targeting objects within the Grid Building System.
Signals
(none)
Exports
(none)
Methods
_init()is_ready()- Returns true if the targeting state has all runtime requirements met for operation
is_manual_targeting_active()- Returns true if manual targeting mode is currently active. When active, automatic targeting systems should not overwrite the target.
clear_collision_exclusions()- Clears the collision exclusion list. This is called automatically when the target changes (and manipulation is not active), but can also be called manually when ending manipulation operations.
get_target_map_tile_shape()- Get the shape of the currently targeted TileMapLayer’s tileset tiles
get_target_map_tile_set()- Gets the tileset of the currently targeted TileMapLayer
get_target()- Returns the resolved target node (the logical root).[br] This is what you should use for display, manipulation, and game logic.[br] [br] [b]This is the primary public API for accessing the current target.[/b]
get_collider()- Returns the raw collision object that detection by ShapeCast etc connected with [br] [br] [b]Internal use only.[/b] Most code should use get_target() instead, which returns the resolved logical root.
get_tile_size()- Gets the tile size from the target map’s tile set
validate_runtime()- Ensures that the targeting state is ready for runtime operation without producing any logging side-effects.
get_owner()get_owner_root()get_origin()- Returns the origin node associated with this targeting state. [return] The origin node provided by the owner context or null when unavailable.
get_editor_issues()- Returns an array of issues found during editor validation
get_runtime_issues()- Should be called AFTER necessary properties on the state have been set Checks the minimum setup dependencies for the state.
set_snapshot()_is_redundant_collider_update()- Helper: determine if collider update can be skipped Returns true when the incoming collider is identical and a resolved target already exists