Class PlacementActions
- Namespace
- GridPlacement.GDScript
- Assembly
- MoonBark.GridPlacement.GDScript.dll
Input action name definitions for plugin systems and UI.
class PlacementActions extends PlacementResource
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]: