Table of Contents

Class PlacementActions

Namespace
GridPlacement.GDScript
Assembly
MoonBark.GridPlacement.GDScript.dll

Input action name definitions for plugin systems and UI.

class PlacementActions extends PlacementResource
PlacementActions

Fields

OFF_MODE

const OFF_MODE = &"off_mode"

INFO_MODE

const INFO_MODE = &"info_mode"

BUILD_MODE

const BUILD_MODE = &"build_mode"

MOVING_MODE

const MOVING_MODE = &"moving_mode"

DEMOLISH_MODE

const DEMOLISH_MODE = &"demolish_mode"

CONFIRM

const CONFIRM = &"confirm"

ROTATE_RIGHT

const ROTATE_RIGHT = &"rotate_right"

ROTATE_LEFT

const ROTATE_LEFT = &"rotate_left"

FLIP_HORIZONTAL

const FLIP_HORIZONTAL = &"flip_horizontal"

FLIP_VERTICAL

const FLIP_VERTICAL = &"flip_vertical"

POSITIONER_UP

const POSITIONER_UP = &"positioner_up"

POSITIONER_DOWN

const POSITIONER_DOWN = &"positioner_down"

POSITIONER_LEFT

const POSITIONER_LEFT = &"positioner_left"

POSITIONER_RIGHT

const POSITIONER_RIGHT = &"positioner_right"

POSITIONER_CENTER

const POSITIONER_CENTER = &"positioner_center"

Properties

off_mode

Action to exit build mode.

@export var off_mode: StringName = OFF_MODE

info_mode

Action for entering info mode.

@export var info_mode: StringName = INFO_MODE

build_mode

Action for entering build mode.

@export var build_mode: StringName = BUILD_MODE

moving_mode

Action for entering move mode.

@export var moving_mode: StringName = MOVING_MODE

demolish_mode

Action to enter demolish mode.

@export var demolish_mode: StringName = DEMOLISH_MODE

confirm_build

Confirm a build.

@export var confirm_build: StringName = CONFIRM

confirm_manipulation

Action for confirming an action to be taken within manipulation mode. Grid building plugin. What the confirmation does is context sensitive whether building with a preview instance, moving an existing object, or demolishing an object already within the scene.

@export var confirm_manipulation: StringName = CONFIRM

rotate_right

The preview instance to the right when triggered.

@export var rotate_right: StringName = ROTATE_RIGHT:

rotate_left

Names of actions that the building system will rotate the preview instance to the left when triggered.

@export var rotate_left: StringName = ROTATE_LEFT:

flip_horizontal

Actions that flip the preview instance horizontally during build mode.

@export var flip_horizontal: StringName = FLIP_HORIZONTAL :

flip_vertical

Actions that flip the preview instance vertically during build mode

@export var flip_vertical: StringName = FLIP_VERTICAL :

positioner_up

Movement actions when using keyboard input for positioner movement

@export var positioner_up: StringName = POSITIONER_UP :

positioner_down

@export var positioner_down: StringName = POSITIONER_DOWN :

positioner_left

@export var positioner_left: StringName = POSITIONER_LEFT :

positioner_right

@export var positioner_right: StringName = POSITIONER_RIGHT :

positioner_center

Recenter the positioner to the viewport/camera center (snapped to tile)

@export var positioner_center: StringName = POSITIONER_CENTER :

issues

var issues: Array[String] = []

created_actions

var created_actions: Array[StringName] = []

default_action_events

var default_action_events: Dictionary[StringName, Array] = _get_default_action_events()

project_settings_synced

var project_settings_synced: bool = false

events

var events: Array[InputEvent] = InputMap.action_get_events(action_name)

event

var event: InputEventMouseButton = InputEventMouseButton.new()

event

var event: InputEventMouseButton = InputEventMouseButton.new()

events

var events: Array[InputEvent] = InputMap.action_get_events(action_name)

action_setting_path

var action_setting_path: String = "input/%s" % String(action_name)

action_setting_value

var action_setting_value: Dictionary[String, Variant] = {

issues

var issues: Array[String] = []

actions_to_validate

var actions_to_validate = _get_default_action_events().keys()

Methods

validate_action

func validate_action(p_action_name : StringName) -> Array[String]:

Parameters

p_action_name

Returns

apply_default_input_actions

func apply_default_input_actions(save_project: bool = false) -> Array[StringName]:

Parameters

save_project

Returns

get_editor_issues

func get_editor_issues() -> Array[String]:

Returns

get_runtime_issues

func get_runtime_issues() -> Array[String]:

Returns