BuildingState
Summary
Section titled “Summary”Manages communication between the building system and connected objects during gameplay. Emits signals for build actions, previews, and state changes to coordinate placement. Validates readiness when the tile map is set, requiring all properties to be assigned in the same frame.
Signals
Section titled “Signals”signal success( build_action_data: BuildActionData )
Manages communication between the building system and connected objects during gameplay. Emits signals for build actions, previews, and state changes to coordinate placement. Validates readiness when the tile map is set, requiring all properties to be assigned in the same frame.
Emitted when an object is successfully placed into the game world.
signal failed( build_action_data: BuildActionData )
Emitted when a build action fails.
signal preview_changed( preview: Node )
Emitted when the build preview instance changes.
signal placed_parent_changed( placed_parent: Node )
Emitted when the parent node for placed objects changes.
signal system_changed( system: BuildingSystem )
Emitted when the connected building system changes (currently unused).
Properties
Section titled “Properties”placed_parent: Node:
Shared reference to the user controlling the building system.
The parent node where objects are placed during build mode.
preview: Node:
The current preview object in build mode, moving with the mouse until placed.
Methods
Section titled “Methods”get_owner( ) -> GBOwner
Returns the placer node from the _owner_context, or null if unset.
get_editor_issues( ) -> Array[String]
Validates the state’s runtime properties, skipping checks in the editor or when build mode is off.
get_runtime_issues( ) -> Array[String]
Checks properties that should be set at runtime before building system operations
Source
Section titled “Source”addons/grid_building/systems/building/building_state.gd
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Generated on 2025-09-07