AUTO-GENERATED FILE — DO NOT EDIT MANUALLY
Source: components/ui/indicator_component.gd
Version: 6.0
class_name: IndicatorComponent
extends: Component
Signals
(none)
Exports
indicator_type: IndicatorType = IndicatorType.NONE- Current indicator state
- Indicator visibility
- Indicator color
- Indicator intensity (0.0 to 1.0)
- Indicator size multiplier
- Animation settings
- Pulse animation settings
- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
state: IndicatorState = IndicatorState.HIDDENis_visible: bool = false- Indicator color
- Indicator intensity (0.0 to 1.0)
- Indicator size multiplier
- Animation settings
- Pulse animation settings
- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
color: Color = Color.WHITE- Indicator intensity (0.0 to 1.0)
- Indicator size multiplier
- Animation settings
- Pulse animation settings
- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
intensity: float = 1.0- Indicator size multiplier
- Animation settings
- Pulse animation settings
- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
size_multiplier: float = 1.0- Animation settings
- Pulse animation settings
- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
enable_animation: bool = true- Pulse animation settings
- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
animation_speed: float = 2.0- Pulse animation settings
- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
animation_time: float = 0.0- Pulse animation settings
- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
enable_pulse: bool = true- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
pulse_min: float = 0.3- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
pulse_max: float = 1.0- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
pulse_frequency: float = 1.0- Flash animation settings
- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
enable_flash: bool = false- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
flash_duration: float = 0.5- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
flash_interval: float = 2.0- Fade settings
- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
enable_fade: bool = true- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
fade_duration: float = 0.3- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
fade_in: bool = true- Shape settings
- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
indicator_shape: String = “square” # “square”, “circle”, “diamond”- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
border_only: bool = false- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
border_width: float = 2.0- Grid-based settings
- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
show_grid_overlay: bool = false- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
grid_color: Color = Color.YELLOW- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
grid_opacity: float = 0.3- Target entity reference
- Position tracking
- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
target_position: Vector2 = Vector2.ZERO- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
target_grid_position: Vector2i = Vector2i.ZERO- Size and bounds
- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
indicator_size: Vector2 = Vector2(32, 32)- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
bounds: Rect2 = Rect2(-16, -16, 32, 32)- Layer and rendering
- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
render_layer: int = 0- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
z_index: int = 10- Lifetime settings
- Interaction settings
- Performance settings
- Debug settings
auto_hide: bool = false- Interaction settings
- Performance settings
- Debug settings
lifetime: float = -1.0 # -1 = infinite- Interaction settings
- Performance settings
- Debug settings
creation_time: float = 0.0- Interaction settings
- Performance settings
- Debug settings
- Set indicator type
interactive: bool = false- Performance settings
- Debug settings
clickable: bool = false- Performance settings
- Debug settings
hover_enabled: bool = false- Performance settings
- Debug settings
cull_when_offscreen: bool = true- Debug settings
max_view_distance: float = 1000.0- Debug settings
debug_mode: bool = falseshow_bounds: bool = false
Methods
_init -> voidset_indicator_type(type: IndicatorType) -> voidset_indicator_state(new_state: IndicatorState) -> voidshow -> voidhide -> voidstart_animation -> voidstart_pulse -> voidstart_flash -> voidupdate_position(world_pos: Vector2, grid_pos: Vector2i = Vector2i.ZERO) -> voidupdate_size(size: Vector2) -> voidset_color_with_intensity(new_color: Color, new_intensity: float = 1.0) -> voidshould_be_visible -> boolget_animation_value(delta: float) -> float_calculate_animation_value -> float_calculate_pulse_value -> float_calculate_flash_value -> float_update_appearance_for_type -> void_get_camera -> Camera2Dis_position_in_bounds(position: Vector2) -> boolget_screen_position -> Vector2reset -> void