Colors used to tint objects in each mode, such as the build preview and valid or invalid move and demolish targets.
Source: addons/grid_placement/systems/grid_targeting/highlight_settings.gd
Syntax
class HighlightSettings extends PlacementResourceMembers
| Name | Kind | Summary |
|---|---|---|
build_preview_color | Property | Tint of the build preview, so it reads as a preview rather than a real object. |
info_hover_color | Property | Tint of the hovered object in info mode. |
move_valid_color | Property | Tint of a hovered object that can be moved. |
move_invalid_color | Property | Tint of a hovered object that cannot be moved. |
active_manipulation_color | Property | Tint of the object while it is being moved. |
demolish_valid_color | Property | Tint of an object that can be demolished (hover target, box victim). One pair, read by both dimensions: 2D modulates the sprite with it, 3D overlays it at a fixed alpha. Softer than the move pair on purpose — a box can tint a dozen objects at once, and a fully saturated green or red over a whole building reads as an error state rather than as feedback. |
demolish_invalid_color | Property | Tint of an object that cannot be demolished, and of a box victim the release would refuse. |
reset_color | Property | Color objects go back to when they are no longer highlighted. |
overlay_alpha | Property | How strongly a mode color is laid over a 3D mesh, as the overlay's alpha. The overlay is the only 3D tint mechanism, so this is its strength knob; 2D modulates the sprite with the color instead and ignores it. A color's own alpha multiplies into it, so a project can fade one mode on its own. |