ManipulationData

AUTO-GENERATED FILE – DO NOT EDIT MANUALLY

Source File: /addons/grid_building/systems/manipulation/manipulation_data.gd

Extends: RefCounted

Signals

  • Signal: status_changed(status: GBEnums.Status)

    Holds the data for manipulating a Manipulatable object in the game scene Abstract class. Inherit to a [ActionName]Data script Emitted when the status of the action is set to a new value

Properties

  • Property: manipulator: Node - The character or object currently using the system to do manipulations

  • Property: source: [Manipulatable](./manipulatable/) - The manipulatable node that was selected as the basis for this manipulation

  • Property: target: [Manipulatable](./manipulatable/)

    The manipulatable component of the object to be manipulated. In many cases this may be a copy of the object used to determine the final manipulation before applying it to the original.

  • Property: message: String

    The general message sent as part of the manipulation data for whether the manipulation fails or succeeds

  • Property: results: [ValidationResults](./validation-results/)

    The results of rule check validation on the manipulation.

    Should be provided for manipulations that had to evaluate rules and have generated results

  • Property: action: [GBEnums](./gb-enums/).Action - The manipulation that is / was attempting to be done

  • Property: status = GBEnums.Status.CREATED: - Status of the action

Public Methods

cleanup_manipulation_objects

1
cleanup_manipulation_objects() -> void

Calls queue free on objects of the manipulation. Immediately removes the target root from the scene tree before queue_free to prevent stale collision shapes from interfering with new indicators. queue_free is deferred until end of frame, so without remove_child the old copy would remain active in the physics space until then.


is_valid

1
is_valid() -> bool

Determines if the data has a valid setup



Grid Building v5.0.8 | Generated 24/05/2026