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		f7f6115f76
		
			
		
	
	
	
	
		
			
			- Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
		
			
				
	
	
		
			126 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			126 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="NodePath" category="Built-In Types" version="3.2">
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| 	<brief_description>
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| 		Pre-parsed scene tree path.
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| 	</brief_description>
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| 	<description>
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| 		A pre-parsed relative or absolute path in a scene tree, for use with [method Node.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, [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite"[/code] which is a child of the other named nodes in the path.
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| 		You will usually just pass a string to [method Node.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 [code]@"path"[/code]. 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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| 	</description>
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| 	<tutorials>
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| 	</tutorials>
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| 	<methods>
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| 		<method name="NodePath">
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| 			<return type="NodePath">
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| 			</return>
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| 			<argument index="0" name="from" type="String">
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| 			</argument>
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| 			<description>
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| 				Creates a NodePath from a string, e.g. [code]"Path2D/PathFollow2D/Sprite:texture:size"[/code]. 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, [code]"."[/code] and [code]".."[/code] 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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| 				[codeblock]
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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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| 				[/codeblock]
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| 			</description>
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| 		</method>
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| 		<method name="get_as_property_path">
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| 			<return type="NodePath">
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| 			</return>
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| 			<description>
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| 				Returns a node path with a colon character ([code]:[/code]) prepended, transforming it to a pure property path with no node name (defaults to resolving from the current node).
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| 				[codeblock]
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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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| 				[/codeblock]
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| 			</description>
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| 		</method>
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| 		<method name="get_concatenated_subnames">
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| 			<return type="String">
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| 			</return>
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| 			<description>
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| 				Returns all subnames concatenated with a colon character ([code]:[/code]) as separator, i.e. the right side of the first colon in a node path.
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| 				[codeblock]
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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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| 				[/codeblock]
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| 			</description>
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| 		</method>
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| 		<method name="get_name">
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| 			<return type="String">
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| 			</return>
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| 			<argument index="0" name="idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Gets the node name indicated by [code]idx[/code] (0 to [method get_name_count]).
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| 				[codeblock]
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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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| 				[/codeblock]
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| 			</description>
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| 		</method>
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| 		<method name="get_name_count">
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| 			<return type="int">
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| 			</return>
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| 			<description>
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| 				Gets the number of node names which make up the path. Subnames (see [method get_subname_count]) are not included.
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| 				For example, [code]"Path2D/PathFollow2D/Sprite"[/code] has 3 names.
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| 			</description>
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| 		</method>
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| 		<method name="get_subname">
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| 			<return type="String">
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| 			</return>
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| 			<argument index="0" name="idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Gets the resource or property name indicated by [code]idx[/code] (0 to [method get_subname_count]).
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| 				[codeblock]
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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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| 				[/codeblock]
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| 			</description>
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| 		</method>
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| 		<method name="get_subname_count">
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| 			<return type="int">
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| 			</return>
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| 			<description>
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| 				Gets the number of resource or property names ("subnames") in the path. Each subname is listed after a colon character ([code]:[/code]) in the node path.
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| 				For example, [code]"Path2D/PathFollow2D/Sprite:texture:load_path"[/code] has 2 subnames.
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| 			</description>
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| 		</method>
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| 		<method name="is_absolute">
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| 			<return type="bool">
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| 			</return>
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| 			<description>
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| 				Returns [code]true[/code] if the node path is absolute (as opposed to relative), which means that it starts with a slash character ([code]/[/code]). Absolute node paths can be used to access the root node ([code]"/root"[/code]) or autoloads (e.g. [code]"/global"[/code] if a "global" autoload was registered).
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| 			</description>
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| 		</method>
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| 		<method name="is_empty">
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| 			<return type="bool">
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| 			</return>
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| 			<description>
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| 				Returns [code]true[/code] if the node path is empty.
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| 			</description>
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| 		</method>
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| 	</methods>
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| 	<constants>
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| 	</constants>
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| </class>
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