Class ManipulationParent
- Namespace
- GridPlacement.GDScript
- Assembly
- MoonBark.GridPlacement.GDScript.dll
class ManipulationParent extends PlacementNode2D
ManipulationParent
Properties
new_rotation_deg
var new_rotation_deg: float = PlacementGridRotationUtils.rotate_node_counter_clockwise(self, target_map, increment_degrees)
new_rotation_deg
var new_rotation_deg: float = PlacementGridRotationUtils.rotate_node_counter_clockwise(self, target_map, increment_degrees)
failed
var failed = ManipulationData.new(states.manipulation.get_manipulator(), states.manipulation.data.source, null, PlacementEnums.Action.FLIP_V)
target_map
var target_map = _get_target_map_from_states(states)
failed
var failed = ManipulationData.new(states.manipulation.get_manipulator(), states.manipulation.data.source, null, PlacementEnums.Action.FLIP_V)
target_map
var target_map = _get_target_map_from_states(states)
failed
var failed = ManipulationData.new(states.manipulation.get_manipulator(), states.manipulation.data.source, null, PlacementEnums.Action.FLIP_V)
failed
var failed = ManipulationData.new(states.manipulation.get_manipulator(), states.manipulation.data.source, null, PlacementEnums.Action.FLIP_V)
manipulation_data
var manipulation_data = _manipulation_state.data
manipulation_settings
var manipulation_settings = _get_manipulation_settings()
actions
var actions = _get_actions()
manipulatable_settings
var manipulatable_settings = manipulation_data.target.settings if manipulation_data.target else null
states
var states = _container.get_states() if _container else null
settings
var settings = _container.get_settings()
validation_issues
var validation_issues = get_runtime_issues()
issues
var issues: Array[String] = []
Methods
reset
func reset() -> void:
Returns
apply_rotation
func apply_rotation(degrees: float) -> void:
Parameters
degrees
Returns
apply_grid_rotation_clockwise
func apply_grid_rotation_clockwise(target_map: TileMapLayer, increment_degrees: float = 90.0) -> float:
Parameters
target_mapincrement_degrees
Returns
apply_grid_rotation_counter_clockwise
func apply_grid_rotation_counter_clockwise(target_map: TileMapLayer, increment_degrees: float = 90.0) -> float:
Parameters
target_mapincrement_degrees
Returns
apply_horizontal_flip
func apply_horizontal_flip() -> void:
Returns
apply_vertical_flip
func apply_vertical_flip() -> void:
Returns
handle_transform_input
func handle_transform_input( event: InputEvent,
resolve_placement_dependencies
func resolve_placement_dependencies(p_container : PlacementContainer) -> void:
Parameters
p_container
Returns
get_runtime_issues
func get_runtime_issues() -> Array[String]: