AUTO-GENERATED FILE — DO NOT EDIT MANUALLY
Source: rules/tile_data_configuration.gd
Version: 6.0
class_name: TileDataConfiguration
extends: Resource
Signals
(none)
Exports
expected_custom_data: Dictionary = {}- Validation mode for custom data checking
- Whether to ignore case sensitivity for string comparisons
- Whether to allow extra custom data beyond expected keys
- Debug mode for detailed tile data validation
- Validation mode - strict or lenient (legacy property, maintained for compatibility)
- Whether to require all tiles to have the custom data (legacy property)
validation_mode: ValidationMode = ValidationMode.ALL_REQUIRED- Whether to ignore case sensitivity for string comparisons
- Whether to allow extra custom data beyond expected keys
- Debug mode for detailed tile data validation
- Validation mode - strict or lenient (legacy property, maintained for compatibility)
- Whether to require all tiles to have the custom data (legacy property)
case_sensitive: bool = true- Whether to allow extra custom data beyond expected keys
- Debug mode for detailed tile data validation
- Validation mode - strict or lenient (legacy property, maintained for compatibility)
- Whether to require all tiles to have the custom data (legacy property)
allow_extra_data: bool = true- Debug mode for detailed tile data validation
- Validation mode - strict or lenient (legacy property, maintained for compatibility)
- Whether to require all tiles to have the custom data (legacy property)
debug_mode: bool = false- Validation mode - strict or lenient (legacy property, maintained for compatibility)
- Whether to require all tiles to have the custom data (legacy property)
strict_mode: bool = true- Whether to require all tiles to have the custom data (legacy property)
require_all_tiles: bool = true
Methods
_init(data: Dictionary = {}, p_validation_mode: ValidationMode = ValidationMode.ALL_REQUIRED) -> voidmatches_tile_data(tile_data: TileData) -> bool_check_all_required(tile_data: TileData) -> bool_check_any_required(tile_data: TileData) -> bool_check_exact_match(tile_data: TileData) -> bool- EXACT_MATCH is complex in Godot 4 without full reflection of Custom Data Layers
_check_partial_match(tile_data: TileData) -> bool_values_match(expected: Variant, actual: Variant) -> bool