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ReStructuredText
194 lines
9.2 KiB
ReStructuredText
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/NodePath.xml.
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.. _class_NodePath:
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NodePath
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========
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Pre-parsed scene tree path.
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Description
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-----------
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A pre-parsed relative or absolute path in a scene tree, for use with :ref:`Node.get_node<class_Node_method_get_node>` and similar functions. It can reference a node, a resource within a node, or a property of a node or resource. For instance, ``"Path2D/PathFollow2D/Sprite:texture:size"`` would refer to the ``size`` property of the ``texture`` resource on the node named ``"Sprite"`` which is a child of the other named nodes in the path.
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You will usually just pass a string to :ref:`Node.get_node<class_Node_method_get_node>` and it will be automatically converted, but you may occasionally want to parse a path ahead of time with ``NodePath`` or the literal syntax ``@"path"``. Exporting a ``NodePath`` variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
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A ``NodePath`` is composed of a list of slash-separated node names (like a filesystem path) and an optional colon-separated list of "subnames" which can be resources or properties.
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Some examples of NodePaths include the following:
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::
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# No leading slash means it is relative to the current node.
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@"A" # Immediate child A
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@"A/B" # A's child B
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@"." # The current node.
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@".." # The parent node.
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@"../C" # A sibling node C.
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# A leading slash means it is absolute from the SceneTree.
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@"/root" # Equivalent to get_tree().get_root().
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@"/root/Main" # If your main scene's root node were named "Main".
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@"/root/MyAutoload" # If you have an autoloaded node or scene.
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\ **Note:** In the editor, ``NodePath`` properties are automatically updated when moving, renaming or deleting a node in the scene tree, but they are never updated at runtime.
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Tutorials
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---------
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- `2D Role Playing Game Demo <https://godotengine.org/asset-library/asset/520>`__
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Methods
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-------
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+---------------------------------+-----------------------------------------------------------------------------------------------+
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| :ref:`NodePath<class_NodePath>` | :ref:`NodePath<class_NodePath_method_NodePath>` **(** :ref:`String<class_String>` from **)** |
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+---------------------------------+-----------------------------------------------------------------------------------------------+
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| :ref:`NodePath<class_NodePath>` | :ref:`get_as_property_path<class_NodePath_method_get_as_property_path>` **(** **)** |
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+---------------------------------+-----------------------------------------------------------------------------------------------+
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| :ref:`String<class_String>` | :ref:`get_concatenated_subnames<class_NodePath_method_get_concatenated_subnames>` **(** **)** |
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+---------------------------------+-----------------------------------------------------------------------------------------------+
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| :ref:`String<class_String>` | :ref:`get_name<class_NodePath_method_get_name>` **(** :ref:`int<class_int>` idx **)** |
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+---------------------------------+-----------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_name_count<class_NodePath_method_get_name_count>` **(** **)** |
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+---------------------------------+-----------------------------------------------------------------------------------------------+
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| :ref:`String<class_String>` | :ref:`get_subname<class_NodePath_method_get_subname>` **(** :ref:`int<class_int>` idx **)** |
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+---------------------------------+-----------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_subname_count<class_NodePath_method_get_subname_count>` **(** **)** |
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+---------------------------------+-----------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_absolute<class_NodePath_method_is_absolute>` **(** **)** |
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+---------------------------------+-----------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_empty<class_NodePath_method_is_empty>` **(** **)** |
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+---------------------------------+-----------------------------------------------------------------------------------------------+
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Method Descriptions
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-------------------
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.. _class_NodePath_method_NodePath:
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- :ref:`NodePath<class_NodePath>` **NodePath** **(** :ref:`String<class_String>` from **)**
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Creates a NodePath from a string, e.g. ``"Path2D/PathFollow2D/Sprite:texture:size"``. A path is absolute if it starts with a slash. Absolute paths are only valid in the global scene tree, not within individual scenes. In a relative path, ``"."`` and ``".."`` indicate the current node and its parent.
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The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested.
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Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties):
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::
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# Points to the Sprite node
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"Path2D/PathFollow2D/Sprite"
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# Points to the Sprite node and its "texture" resource.
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# get_node() would retrieve "Sprite", while get_node_and_resource()
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# would retrieve both the Sprite node and the "texture" resource.
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"Path2D/PathFollow2D/Sprite:texture"
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# Points to the Sprite node and its "position" property.
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"Path2D/PathFollow2D/Sprite:position"
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# Points to the Sprite node and the "x" component of its "position" property.
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"Path2D/PathFollow2D/Sprite:position:x"
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# Absolute path (from "root")
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"/root/Level/Path2D"
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----
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.. _class_NodePath_method_get_as_property_path:
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- :ref:`NodePath<class_NodePath>` **get_as_property_path** **(** **)**
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Returns a node path with a colon character (``:``) prepended, transforming it to a pure property path with no node name (defaults to resolving from the current node).
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::
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# This will be parsed as a node path to the "x" property in the "position" node
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var node_path = NodePath("position:x")
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# This will be parsed as a node path to the "x" component of the "position" property in the current node
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var property_path = node_path.get_as_property_path()
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print(property_path) # :position:x
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----
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.. _class_NodePath_method_get_concatenated_subnames:
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- :ref:`String<class_String>` **get_concatenated_subnames** **(** **)**
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Returns all subnames concatenated with a colon character (``:``) as separator, i.e. the right side of the first colon in a node path.
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::
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var nodepath = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")
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print(nodepath.get_concatenated_subnames()) # texture:load_path
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----
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.. _class_NodePath_method_get_name:
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- :ref:`String<class_String>` **get_name** **(** :ref:`int<class_int>` idx **)**
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Gets the node name indicated by ``idx`` (0 to :ref:`get_name_count<class_NodePath_method_get_name_count>` - 1).
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::
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var node_path = NodePath("Path2D/PathFollow2D/Sprite")
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print(node_path.get_name(0)) # Path2D
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print(node_path.get_name(1)) # PathFollow2D
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print(node_path.get_name(2)) # Sprite
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----
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.. _class_NodePath_method_get_name_count:
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- :ref:`int<class_int>` **get_name_count** **(** **)**
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Gets the number of node names which make up the path. Subnames (see :ref:`get_subname_count<class_NodePath_method_get_subname_count>`) are not included.
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For example, ``"Path2D/PathFollow2D/Sprite"`` has 3 names.
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----
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.. _class_NodePath_method_get_subname:
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- :ref:`String<class_String>` **get_subname** **(** :ref:`int<class_int>` idx **)**
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Gets the resource or property name indicated by ``idx`` (0 to :ref:`get_subname_count<class_NodePath_method_get_subname_count>`).
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::
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var node_path = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")
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print(node_path.get_subname(0)) # texture
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print(node_path.get_subname(1)) # load_path
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----
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.. _class_NodePath_method_get_subname_count:
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- :ref:`int<class_int>` **get_subname_count** **(** **)**
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Gets the number of resource or property names ("subnames") in the path. Each subname is listed after a colon character (``:``) in the node path.
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For example, ``"Path2D/PathFollow2D/Sprite:texture:load_path"`` has 2 subnames.
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----
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.. _class_NodePath_method_is_absolute:
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- :ref:`bool<class_bool>` **is_absolute** **(** **)**
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Returns ``true`` if the node path is absolute (as opposed to relative), which means that it starts with a slash character (``/``). Absolute node paths can be used to access the root node (``"/root"``) or autoloads (e.g. ``"/global"`` if a "global" autoload was registered).
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----
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.. _class_NodePath_method_is_empty:
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- :ref:`bool<class_bool>` **is_empty** **(** **)**
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Returns ``true`` if the node path is empty.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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