AUTO-GENERATED FILE — DO NOT EDIT MANUALLY
Source: components/ui/grid_positioner_component.gd
Version: 6.0
class_name: GridPositionerComponent
extends: Component
Signals
(none)
Exports
positioning_mode: PositioningMode = PositioningMode.GRID_SNAP- Position tracking
- Reference point for relative positioning
- Area positioning settings
- Snapping settings
- Constraints
- Animation settings
- Debug settings
alignment_mode: AlignmentMode = AlignmentMode.TOP_LEFT- Position tracking
- Reference point for relative positioning
- Area positioning settings
- Snapping settings
- Constraints
- Animation settings
- Debug settings
grid_size: Vector2i = Vector2i(32, 32)- Position tracking
- Reference point for relative positioning
- Area positioning settings
- Snapping settings
- Constraints
- Animation settings
- Debug settings
origin_offset: Vector2 = Vector2.ZERO- Position tracking
- Reference point for relative positioning
- Area positioning settings
- Snapping settings
- Constraints
- Animation settings
- Debug settings
current_position: Vector2 = Vector2.ZERO- Reference point for relative positioning
- Area positioning settings
- Snapping settings
- Constraints
- Animation settings
- Debug settings
target_grid_position: Vector2i = Vector2i.ZERO- Reference point for relative positioning
- Area positioning settings
- Snapping settings
- Constraints
- Animation settings
- Debug settings
previous_grid_position: Vector2i = Vector2i.ZERO- Reference point for relative positioning
- Area positioning settings
- Snapping settings
- Constraints
- Animation settings
- Debug settings
world_position: Vector2 = Vector2.ZERO- Reference point for relative positioning
- Area positioning settings
- Snapping settings
- Constraints
- Animation settings
- Debug settings
reference_entity_id: String = ""- Area positioning settings
- Snapping settings
- Constraints
- Animation settings
- Debug settings
reference_position: Vector2 = Vector2.ZERO- Area positioning settings
- Snapping settings
- Constraints
- Animation settings
- Debug settings
area_bounds: Rect2 = Rect2()- Snapping settings
- Constraints
- Animation settings
- Debug settings
area_anchor: Vector2 = Vector2.ZERO- Snapping settings
- Constraints
- Animation settings
- Debug settings
area_size: Vector2 = Vector2(100, 100)- Snapping settings
- Constraints
- Animation settings
- Debug settings
enable_grid_snapping: bool = true- Constraints
- Animation settings
- Debug settings
snap_threshold: float = 5.0- Constraints
- Animation settings
- Debug settings
snap_to_grid: bool = true- Constraints
- Animation settings
- Debug settings
snap_to_pixels: bool = false- Constraints
- Animation settings
- Debug settings
enable_constraints: bool = false- Animation settings
- Debug settings
min_position: Vector2 = Vector2(-1000, -1000)- Animation settings
- Debug settings
max_position: Vector2 = Vector2(1000, 1000)- Animation settings
- Debug settings
min_grid_position: Vector2i = Vector2(-1000, -1000)- Animation settings
- Debug settings
max_grid_position: Vector2i = Vector2i(1000, 1000)- Animation settings
- Debug settings
enable_smoothing: bool = true- Debug settings
smoothing_speed: float = 5.0- Debug settings
smoothing_factor: float = 0.1- Debug settings
debug_mode: bool = falseshow_position_info: bool = falseshow_grid_overlay: bool = false
Methods
_init -> voidset_positioning_mode(mode: PositioningMode) -> voidset_alignment_mode(mode: AlignmentMode) -> voidset_grid_size(size: Vector2i) -> voidset_reference_entity(entity_id: String, position: Vector2 = Vector2.ZERO) -> voidset_area_bounds(bounds: Rect2, anchor: Vector2 = Vector2.ZERO, size: Vector2 = Vector2(100, 100)update_position(new_position: Vector2) -> voidupdate_grid_position(grid_pos: Vector2i) -> voidget_aligned_position -> Vector2get_aligned_grid_position -> Vector2i_apply_alignment(position: Vector2) -> Vector2_apply_grid_alignment(grid_pos: Vector2i) -> Vector2i_apply_smoothing(current: Vector2, previous: Vector2) -> Vector2_update_positioning_settings -> void- Update snap settings based on mode
_world_to_grid(world_pos: Vector2) -> Vector2i- This should be implemented based on grid configuration
_grid_to_world(grid_pos: Vector2i) -> Vector2- This should be implemented based on grid configuration
_snap_to_grid(grid_pos: Vector2i) -> Vector2iis_position_valid(position: Vector2) -> boolis_grid_position_valid(grid_pos: Vector2i) -> boolget_distance_moved -> floatget_world_distance_moved -> floatdid_position_change -> booldid_world_position_change -> boolget_movement_direction -> Vector2get_movement_vector -> Vector2reset -> void