Table of Contents

Class PlacementState

Namespace
GridPlacement.GDScript
Assembly
MoonBark.GridPlacement.GDScript.dll
class PlacementState extends RefCounted
PlacementState

Properties

placed_parent

The parent node where objects are placed during build mode.

var placed_parent: Node:

preview

The current preview object in build mode, moving with the mouse until placed.

var preview: Node:

issues

var issues: Array[String] = []

Methods

get_owner

func get_owner() -> GBOwner:

Returns

get_editor_issues

func get_editor_issues() -> Array[String]:

Returns

get_runtime_issues

func get_runtime_issues() -> Array[String]:

Returns

Events

success

Manages communication between the building system and connected objects during gameplay. Emits signals for build actions, previews, and state changes to coordinate placement. Validates readiness when the tile map is set, requiring all properties to be assigned in the same frame. Emitted when an object is successfully placed into the game world.

signal success(build_action_data: PlacementActionData)

failed

Emitted when a build action fails.

signal failed(build_action_data: PlacementActionData)

preview_changed

Emitted when the build preview instance changes.

signal preview_changed(preview: Node)

placed_parent_changed

Emitted when the parent node for placed objects changes.

signal placed_parent_changed(placed_parent: Node)

system_changed

Emitted when the connected building system changes (currently unused).

signal system_changed(system: PlacementSystem)

pre_instance_added

Emitted after the scene is instantiated but before it is added to the scene tree. Allows external code to configure the instance (set properties, attach scripts, etc.) before _ready() runs.

signal pre_instance_added(node: Node2D)