Skip to content

ManipulationData

Holds the data for manipulating a Manipulatable object in the game scene Abstract class. Inherit to a [ActionName]Data script

signal status_changed( status: GBEnums.Status )

Holds the data for manipulating a Manipulatable object in the game scene Abstract class. Inherit to a [ActionName]Data script

Emitted when the status of the action is set to a new value

manipulator: Node

The character or object currently using the system to do manipulations

source: Manipulatable

The manipulatable node that was selected as the basis for this manipulation

move_copy: Manipulatable

The temporary manipulation copy created during MOVE operations. This is NOT the “target” being aimed at (that’s in GridTargetingState). This is the preview copy that follows the cursor and shows where the object will be placed. Also known as the “move copy” or “manipulation preview”.

message: String

The general message sent as part of the manipulation data for whether the manipulation fails or succeeds

results: ValidationResults

The results of rule check validation on the manipulation.

Should be provided for manipulations that had to evaluate rules and have generated results

action: GBEnums.Action

The manipulation that is / was attempting to be done

status = GBEnums.Status.CREATED

Status of the action

func queue_free_manipulation_objects( )

Calls queue free on objects of the manipulation

func get_move_copy_root( ) -> Node

Returns the root node of the move copy, or null if not available. Safely accesses move_copy.root without causing null reference errors. Returns: The root Node of the manipulation copy, or null if move_copy is not set

func is_valid( ) -> bool

Determines if the data has a valid setup

addons/grid_building/systems/manipulation/manipulation_data.gd


This API reference is automatically generated from the plugin source code. For implementation examples and usage guides, see the guides section.