Grid Placement
Development ⚠️ GridPlacement 6.0 (GECS) is in active development. This is the GDScript ECS architecture.

UnifiedComponentFactory

AUTO-GENERATED (GDScript) API entry

AUTO-GENERATED FILE — DO NOT EDIT MANUALLY

Source: helpers/unified_component_factory.gd

Version: 6.0

class_name: UnifiedComponentFactory extends: RefCounted

Signals

(none)

Exports

(none)

Methods

  • with_template(p_template: PlaceableTemplate) -> PlaceableBuilder
  • with_placeable_id(p_placeable_id: StringName) -> PlaceableBuilder
  • with_rotation(p_rotation: float) -> PlaceableBuilder
  • with_flip_state(p_flip_state: Variant) -> PlaceableBuilder
  • with_placer_entity_id(p_placer_entity_id: String) -> PlaceableBuilder
  • create_placeable_builder -> PlaceableBuilder
  • create_entity(world: World, components: Array, add_to_tree: bool = true) -> Entity
  • create_placeable(template: PlaceableTemplate, rotation: float = 0.0, flip_state: Variant = ManipulationCapability.FlipState.NONE, placer_entity_id: String = "") -> PlaceableComponent
  • create_placeable_with_id(placeable_id: StringName, rotation: float = 0.0, flip_state: Variant = ManipulationCapability.FlipState.NONE, placer_entity_id: String = "") -> PlaceableComponent
  • create_placeable_from_builder(builder: PlaceableBuilder) -> PlaceableComponent
  • create_grid_position(position: Vector2i = Vector2i.ZERO, layer: int = 0, grid_size: Vector2 = Vector2(16, 16)
  • create_placement_request(position: Vector2 = Vector2.ZERO, scale: Vector2 = Vector2.ONE, is_ready: bool = true) -> PlacementRequestComponent
  • create_transform(position: Vector2 = Vector2.ZERO, rotation: float = 0.0, scale: Vector2 = Vector2.ONE) -> TransformComponent
  • create_manipulation(mode: int = 0, target_position: Vector2i = Vector2i.ZERO, is_active: bool = true) -> ManipulationComponent
  • create_placement_rule(rule_type: StringName = &"test_rule", rule_config: ValidationRuleConfiguration = null, priority: int = 0) -> PlacementRuleComponent
  • create_validation_result(success: bool = true, issues: Array, warnings: Array) -> ValidationResultComponent
  • create_placement_event(event_type: PlacementEventComponent, entity_id: String = "", target_position: Vector2 = Vector2.ZERO, success: bool = false, message: String = "", details: Dictionary = {}) -> PlacementEventComponent
  • create_grid_bounds_rule_config(min_bounds: Vector2i = Vector2i.ZERO, max_bounds: Vector2i = Vector2i(100, 100)
  • create_collision_rule_config(mask: int = 1, pass_on_col: bool = false) -> CollisionRuleData
  • create_test_world -> World
  • create_standard_test_entity(world: World, position: Vector2i = Vector2i(5, 5)