Table of Contents

Class TargetInformer

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

Display UI for showing information about objects being targeted, manipulated, or built [br][br] TargetInformer provides a dynamic UI component that displays object information based on the current game state. It responds to three different contexts with clear priority:[br] [br] [b]Priority System:[/b][br] 1. [b]Manipulation[/b] (Highest Priority): Shows info for actively manipulated objects[br] 2. [b]Building[/b]: Shows info for building preview objects[br] 3. [b]Targeting[/b] (Lowest Priority): Shows info for hovered/targeted objects[br] [br] [b]Signal Flow:[/b][br] - [code]GridTargetingState.target_changed[/code] → Updates display on hover[br] - [code]ManipulationState.active_target_node_changed[/code] → Overrides targeting info[br] - [code]PlacementState.preview_changed[/code] → Shows building preview info[br] [br] [b]Usage:[/b][br] [codeblock] var informer = TargetInformer.new() add_child(informer) informer.resolve_placement_dependencies(composition_container) # Now responds automatically to targeting/manipulation/building changes [/codeblock] [br] Override [code]_to_string()[/code] on displayed object nodes to show custom names

class TargetInformer extends PlacementControl
TargetInformer

Properties

target

@export var target: Node:

info_parent

@export var info_parent: Control

states

var states = p_container.get_states()

display_name

var display_name = PlacementObjectUtils.get_display_name(target)

label

var label = Label.new()

x_str

var x_str = str(p_target.global_position.x).pad_decimals(_settings.position_decimals)

y_str

var y_str = str(p_target.global_position.y).pad_decimals(_settings.position_decimals)

Methods

get_targeting_state

func get_targeting_state() -> GridTargetingState:

Returns

set_targeting_state

func set_targeting_state(p_state: GridTargetingState) -> void:

Parameters

p_state

Returns

get_building_state

func get_building_state() -> PlacementState:

Returns

set_building_state

func set_building_state(p_state: PlacementState) -> void:

Parameters

p_state

Returns

get_manipulation_state

func get_manipulation_state() -> ManipulationState:

Returns

set_manipulation_state

func set_manipulation_state(p_state: ManipulationState) -> void:

Parameters

p_state

Returns

get_mode_state

func get_mode_state() -> ModeState:

Returns

set_mode_state

func set_mode_state(p_mode_state: ModeState) -> void:

Parameters

p_mode_state

Returns

resolve_placement_dependencies

func resolve_placement_dependencies(p_container: PlacementContainer) -> void:

Parameters

p_container

Returns

clear

func clear() -> void:

Returns

refresh

func refresh() -> void:

Returns

setup

func setup() -> void:

Returns

add_info_label

func add_info_label(p_text: String) -> Label:

Parameters

p_text

Returns

track_manipulatable_target

func track_manipulatable_target() -> void:

Returns