Class GridCellComponent
Namespace: DiceRolling.Components.Grids
Assembly: dice-rolling.dll
Component that displays a grid cell entity.
[Tool]
[GlobalClass]
[Icon("res://assets/editor/component-3d.svg")]
[ScriptPath("res://renderers/components/GridCellComponent.cs")]
public class GridCellComponent : Node3D, IDisposable
Inheritance
object ← GodotObject ← Node ← Node3D ← GridCellComponent
Implements
Inherited Members
Show/Hide Inherited Members
Node3D.NotificationTransformChanged,
Node3D.NotificationEnterWorld,
Node3D.NotificationExitWorld,
Node3D.NotificationVisibilityChanged,
Node3D.NotificationLocalTransformChanged,
Node3D.GetGlobalTransformInterpolated(),
Node3D.GetParentNode3D(),
Node3D.SetIgnoreTransformNotification(bool),
Node3D.SetDisableScale(bool),
Node3D.IsScaleDisabled(),
Node3D.GetWorld3D(),
Node3D.ForceUpdateTransform(),
Node3D.UpdateGizmos(),
Node3D.AddGizmo(Node3DGizmo),
Node3D.GetGizmos(),
Node3D.ClearGizmos(),
Node3D.SetSubgizmoSelection(Node3DGizmo, int, Transform3D),
Node3D.ClearSubgizmoSelection(),
Node3D.IsVisibleInTree(),
Node3D.Show(),
Node3D.Hide(),
Node3D.SetNotifyLocalTransform(bool),
Node3D.IsLocalTransformNotificationEnabled(),
Node3D.SetNotifyTransform(bool),
Node3D.IsTransformNotificationEnabled(),
Node3D.Rotate(Vector3, float),
Node3D.GlobalRotate(Vector3, float),
Node3D.GlobalScale(Vector3),
Node3D.GlobalTranslate(Vector3),
Node3D.RotateObjectLocal(Vector3, float),
Node3D.ScaleObjectLocal(Vector3),
Node3D.TranslateObjectLocal(Vector3),
Node3D.RotateX(float),
Node3D.RotateY(float),
Node3D.RotateZ(float),
Node3D.Translate(Vector3),
Node3D.Orthonormalize(),
Node3D.SetIdentity(),
Node3D.LookAt(Vector3, Vector3?, bool),
Node3D.LookAtFromPosition(Vector3, Vector3, Vector3?, bool),
Node3D.ToLocal(Vector3),
Node3D.ToGlobal(Vector3),
Node3D.EmitSignalVisibilityChanged(),
Node3D.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
Node3D.HasGodotClassMethod(in godot_string_name),
Node3D.HasGodotClassSignal(in godot_string_name),
Node3D.Transform,
Node3D.GlobalTransform,
Node3D.Position,
Node3D.Rotation,
Node3D.RotationDegrees,
Node3D.Quaternion,
Node3D.Basis,
Node3D.Scale,
Node3D.RotationEditMode,
Node3D.RotationOrder,
Node3D.TopLevel,
Node3D.GlobalPosition,
Node3D.GlobalBasis,
Node3D.GlobalRotation,
Node3D.GlobalRotationDegrees,
Node3D.Visible,
Node3D.VisibilityParent,
Node3D.VisibilityChanged,
Node.NotificationEnterTree,
Node.NotificationExitTree,
Node.NotificationMovedInParent,
Node.NotificationReady,
Node.NotificationPaused,
Node.NotificationUnpaused,
Node.NotificationPhysicsProcess,
Node.NotificationProcess,
Node.NotificationParented,
Node.NotificationUnparented,
Node.NotificationSceneInstantiated,
Node.NotificationDragBegin,
Node.NotificationDragEnd,
Node.NotificationPathRenamed,
Node.NotificationChildOrderChanged,
Node.NotificationInternalProcess,
Node.NotificationInternalPhysicsProcess,
Node.NotificationPostEnterTree,
Node.NotificationDisabled,
Node.NotificationEnabled,
Node.NotificationResetPhysicsInterpolation,
Node.NotificationEditorPreSave,
Node.NotificationEditorPostSave,
Node.NotificationWMMouseEnter,
Node.NotificationWMMouseExit,
Node.NotificationWMWindowFocusIn,
Node.NotificationWMWindowFocusOut,
Node.NotificationWMCloseRequest,
Node.NotificationWMGoBackRequest,
Node.NotificationWMSizeChanged,
Node.NotificationWMDpiChange,
Node.NotificationVpMouseEnter,
Node.NotificationVpMouseExit,
Node.NotificationOsMemoryWarning,
Node.NotificationTranslationChanged,
Node.NotificationWMAbout,
Node.NotificationCrash,
Node.NotificationOsImeUpdate,
Node.NotificationApplicationResumed,
Node.NotificationApplicationPaused,
Node.NotificationApplicationFocusIn,
Node.NotificationApplicationFocusOut,
Node.NotificationTextServerChanged,
Node.GetNode<T>(NodePath),
Node.GetNodeOrNull<T>(NodePath),
Node.GetChild<T>(int, bool),
Node.GetChildOrNull<T>(int, bool),
Node.GetOwner<T>(),
Node.GetOwnerOrNull<T>(),
Node.GetParent<T>(),
Node.GetParentOrNull<T>(),
Node._EnterTree(),
Node._ExitTree(),
Node._GetConfigurationWarnings(),
Node._Input(InputEvent),
Node._PhysicsProcess(double),
Node._Process(double),
Node._Ready(),
Node._ShortcutInput(InputEvent),
Node._UnhandledInput(InputEvent),
Node._UnhandledKeyInput(InputEvent),
Node.PrintOrphanNodes(),
Node.AddSibling(Node, bool),
Node.AddChild(Node, bool, Node.InternalMode),
Node.RemoveChild(Node),
Node.Reparent(Node, bool),
Node.GetChildCount(bool),
Node.GetChildren(bool),
Node.GetChild(int, bool),
Node.HasNode(NodePath),
Node.GetNode(NodePath),
Node.GetNodeOrNull(NodePath),
Node.GetParent(),
Node.FindChild(string, bool, bool),
Node.FindChildren(string, string, bool, bool),
Node.FindParent(string),
Node.HasNodeAndResource(NodePath),
Node.GetNodeAndResource(NodePath),
Node.IsInsideTree(),
Node.IsPartOfEditedScene(),
Node.IsAncestorOf(Node),
Node.IsGreaterThan(Node),
Node.GetPath(),
Node.GetPathTo(Node, bool),
Node.AddToGroup(StringName, bool),
Node.RemoveFromGroup(StringName),
Node.IsInGroup(StringName),
Node.MoveChild(Node, int),
Node.GetGroups(),
Node.GetIndex(bool),
Node.PrintTree(),
Node.PrintTreePretty(),
Node.GetTreeString(),
Node.GetTreeStringPretty(),
Node.PropagateNotification(int),
Node.PropagateCall(StringName, Array, bool),
Node.SetPhysicsProcess(bool),
Node.GetPhysicsProcessDeltaTime(),
Node.IsPhysicsProcessing(),
Node.GetProcessDeltaTime(),
Node.SetProcess(bool),
Node.IsProcessing(),
Node.SetProcessInput(bool),
Node.IsProcessingInput(),
Node.SetProcessShortcutInput(bool),
Node.IsProcessingShortcutInput(),
Node.SetProcessUnhandledInput(bool),
Node.IsProcessingUnhandledInput(),
Node.SetProcessUnhandledKeyInput(bool),
Node.IsProcessingUnhandledKeyInput(),
Node.CanProcess(),
Node.SetDisplayFolded(bool),
Node.IsDisplayedFolded(),
Node.SetProcessInternal(bool),
Node.IsProcessingInternal(),
Node.SetPhysicsProcessInternal(bool),
Node.IsPhysicsProcessingInternal(),
Node.IsPhysicsInterpolated(),
Node.IsPhysicsInterpolatedAndEnabled(),
Node.ResetPhysicsInterpolation(),
Node.SetTranslationDomainInherited(),
Node.GetWindow(),
Node.GetLastExclusiveWindow(),
Node.GetTree(),
Node.CreateTween(),
Node.Duplicate(int),
Node.ReplaceBy(Node, bool),
Node.SetSceneInstanceLoadPlaceholder(bool),
Node.GetSceneInstanceLoadPlaceholder(),
Node.SetEditableInstance(Node, bool),
Node.IsEditableInstance(Node),
Node.GetViewport(),
Node.QueueFree(),
Node.RequestReady(),
Node.IsNodeReady(),
Node.SetMultiplayerAuthority(int, bool),
Node.GetMultiplayerAuthority(),
Node.IsMultiplayerAuthority(),
Node.RpcConfig(StringName, Variant),
Node.GetRpcConfig(),
Node.Atr(string, StringName),
Node.AtrN(string, StringName, int, StringName),
Node.Rpc(StringName, params Variant[]),
Node.Rpc(StringName, ReadOnlySpan<Variant>),
Node.RpcId(long, StringName, params Variant[]),
Node.RpcId(long, StringName, ReadOnlySpan<Variant>),
Node.UpdateConfigurationWarnings(),
Node.CallDeferredThreadGroup(StringName, params Variant[]),
Node.CallDeferredThreadGroup(StringName, ReadOnlySpan<Variant>),
Node.SetDeferredThreadGroup(StringName, Variant),
Node.NotifyDeferredThreadGroup(int),
Node.CallThreadSafe(StringName, params Variant[]),
Node.CallThreadSafe(StringName, ReadOnlySpan<Variant>),
Node.SetThreadSafe(StringName, Variant),
Node.NotifyThreadSafe(int),
Node.EmitSignalReady(),
Node.EmitSignalRenamed(),
Node.EmitSignalTreeEntered(),
Node.EmitSignalTreeExiting(),
Node.EmitSignalTreeExited(),
Node.EmitSignalChildEnteredTree(Node),
Node.EmitSignalChildExitingTree(Node),
Node.EmitSignalChildOrderChanged(),
Node.EmitSignalReplacingBy(Node),
Node.EmitSignalEditorDescriptionChanged(Node),
Node.EmitSignalEditorStateChanged(),
Node.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
Node.HasGodotClassMethod(in godot_string_name),
Node.HasGodotClassSignal(in godot_string_name),
Node.Name,
Node.UniqueNameInOwner,
Node.SceneFilePath,
Node.Owner,
Node.Multiplayer,
Node.ProcessMode,
Node.ProcessPriority,
Node.ProcessPhysicsPriority,
Node.ProcessThreadGroup,
Node.ProcessThreadGroupOrder,
Node.ProcessThreadMessages,
Node.PhysicsInterpolationMode,
Node.AutoTranslateMode,
Node.EditorDescription,
Node.Ready,
Node.Renamed,
Node.TreeEntered,
Node.TreeExiting,
Node.TreeExited,
Node.ChildEnteredTree,
Node.ChildExitingTree,
Node.ChildOrderChanged,
Node.ReplacingBy,
Node.EditorDescriptionChanged,
Node.EditorStateChanged,
GodotObject.NotificationPostinitialize,
GodotObject.NotificationPredelete,
GodotObject.NotificationExtensionReloaded,
GodotObject.InstanceFromId(ulong),
GodotObject.IsInstanceIdValid(ulong),
GodotObject.IsInstanceValid(GodotObject?),
GodotObject.WeakRef(GodotObject?),
GodotObject.Dispose(),
GodotObject.Dispose(bool),
GodotObject.ToString(),
GodotObject.ToSignal(GodotObject, StringName),
GodotObject._Get(StringName),
GodotObject._GetPropertyList(),
GodotObject._IterGet(Variant),
GodotObject._IterInit(Array),
GodotObject._IterNext(Array),
GodotObject._Notification(int),
GodotObject._PropertyCanRevert(StringName),
GodotObject._PropertyGetRevert(StringName),
GodotObject._Set(StringName, Variant),
GodotObject._ValidateProperty(Dictionary),
GodotObject.Free(),
GodotObject.GetClass(),
GodotObject.IsClass(string),
GodotObject.Set(StringName, Variant),
GodotObject.Get(StringName),
GodotObject.SetIndexed(NodePath, Variant),
GodotObject.GetIndexed(NodePath),
GodotObject.GetPropertyList(),
GodotObject.GetMethodList(),
GodotObject.PropertyCanRevert(StringName),
GodotObject.PropertyGetRevert(StringName),
GodotObject.Notification(int, bool),
GodotObject.GetInstanceId(),
GodotObject.SetScript(Variant),
GodotObject.GetScript(),
GodotObject.SetMeta(StringName, Variant),
GodotObject.RemoveMeta(StringName),
GodotObject.GetMeta(StringName, Variant),
GodotObject.HasMeta(StringName),
GodotObject.GetMetaList(),
GodotObject.AddUserSignal(string, Array),
GodotObject.HasUserSignal(StringName),
GodotObject.RemoveUserSignal(StringName),
GodotObject.EmitSignal(StringName, params Variant[]),
GodotObject.EmitSignal(StringName, ReadOnlySpan<Variant>),
GodotObject.Call(StringName, params Variant[]),
GodotObject.Call(StringName, ReadOnlySpan<Variant>),
GodotObject.CallDeferred(StringName, params Variant[]),
GodotObject.CallDeferred(StringName, ReadOnlySpan<Variant>),
GodotObject.SetDeferred(StringName, Variant),
GodotObject.Callv(StringName, Array),
GodotObject.HasMethod(StringName),
GodotObject.GetMethodArgumentCount(StringName),
GodotObject.HasSignal(StringName),
GodotObject.GetSignalList(),
GodotObject.GetSignalConnectionList(StringName),
GodotObject.GetIncomingConnections(),
GodotObject.Connect(StringName, Callable, uint),
GodotObject.Disconnect(StringName, Callable),
GodotObject.IsConnected(StringName, Callable),
GodotObject.HasConnections(StringName),
GodotObject.SetBlockSignals(bool),
GodotObject.IsBlockingSignals(),
GodotObject.NotifyPropertyListChanged(),
GodotObject.SetMessageTranslation(bool),
GodotObject.CanTranslateMessages(),
GodotObject.Tr(StringName, StringName),
GodotObject.TrN(StringName, StringName, int, StringName),
GodotObject.GetTranslationDomain(),
GodotObject.SetTranslationDomain(StringName),
GodotObject.IsQueuedForDeletion(),
GodotObject.CancelFree(),
GodotObject.EmitSignalScriptChanged(),
GodotObject.EmitSignalPropertyListChanged(),
GodotObject.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
GodotObject.HasGodotClassMethod(in godot_string_name),
GodotObject.HasGodotClassSignal(in godot_string_name),
GodotObject.NativeInstance,
GodotObject.ScriptChanged,
GodotObject.PropertyListChanged,
object.Equals(object?),
object.Equals(object?, object?),
object.GetHashCode(),
object.GetType(),
object.MemberwiseClone(),
object.ReferenceEquals(object?, object?),
object.ToString()
Extension Methods
NodeExtensions.FindNodeOfType<T>(Node)
Remarks
This component listens for updates to the parent GridCellEntity's GridCellType and updates the visual appearance of the cell.
Properties
CellMeshNode
[Export(PropertyHint.None, "")]
public MeshInstance3D? CellMeshNode { get; set; }
Property Value
MeshInstance3D?
DefaultColor
[Export(PropertyHint.None, "")]
public Color DefaultColor { get; set; }
Property Value
Color
HighlightColor
[Export(PropertyHint.None, "")]
public Color HighlightColor { get; set; }
Property Value
Color
LabelNode
[Export(PropertyHint.None, "")]
public Label3D? LabelNode { get; set; }
Property Value
Label3D?
OccupiedColor
[Export(PropertyHint.None, "")]
public Color OccupiedColor { get; set; }
Property Value
Color
RefreshCharacter
[ExportToolButton("Refresh Character")]
public Callable RefreshCharacter { get; }
Property Value
Callable
ShowLabel
[Export(PropertyHint.None, "")]
public bool ShowLabel { get; set; }
Property Value
Methods
_ExitTree()
Called when the node is about to leave the
public override void _ExitTree()
_Ready()
Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their @onready
annotation for variables.
Usually used for initialization. For even earlier initialization,
public override void _Ready()