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godot-docs/classes/class_nodepath.rst
2019-05-28 18:41:24 +02:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the NodePath.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_NodePath:
NodePath
========
**Category:** Built-In Types
Brief Description
-----------------
Pre-parsed scene tree path.
Methods
-------
+---------------------------------+-----------------------------------------------------------------------------------------------+
| :ref:`NodePath<class_NodePath>` | :ref:`NodePath<class_NodePath_method_NodePath>` **(** :ref:`String<class_String>` from **)** |
+---------------------------------+-----------------------------------------------------------------------------------------------+
| :ref:`NodePath<class_NodePath>` | :ref:`get_as_property_path<class_NodePath_method_get_as_property_path>` **(** **)** |
+---------------------------------+-----------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_concatenated_subnames<class_NodePath_method_get_concatenated_subnames>` **(** **)** |
+---------------------------------+-----------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_name<class_NodePath_method_get_name>` **(** :ref:`int<class_int>` idx **)** |
+---------------------------------+-----------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_name_count<class_NodePath_method_get_name_count>` **(** **)** |
+---------------------------------+-----------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_subname<class_NodePath_method_get_subname>` **(** :ref:`int<class_int>` idx **)** |
+---------------------------------+-----------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_subname_count<class_NodePath_method_get_subname_count>` **(** **)** |
+---------------------------------+-----------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_absolute<class_NodePath_method_is_absolute>` **(** **)** |
+---------------------------------+-----------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_empty<class_NodePath_method_is_empty>` **(** **)** |
+---------------------------------+-----------------------------------------------------------------------------------------------+
Description
-----------
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. Note that if you want to get a resource, you must end the path with a colon, otherwise the last element will be used as a property name.
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.
A ``NodePath`` is made up of a list of node names, a list of "subnode" (resource) names, and the name of a property in the final node or resource.
Method Descriptions
-------------------
.. _class_NodePath_method_NodePath:
- :ref:`NodePath<class_NodePath>` **NodePath** **(** :ref:`String<class_String>` from **)**
Create 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.
.. _class_NodePath_method_get_as_property_path:
- :ref:`NodePath<class_NodePath>` **get_as_property_path** **(** **)**
.. _class_NodePath_method_get_concatenated_subnames:
- :ref:`String<class_String>` **get_concatenated_subnames** **(** **)**
.. _class_NodePath_method_get_name:
- :ref:`String<class_String>` **get_name** **(** :ref:`int<class_int>` idx **)**
Get the node name indicated by ``idx`` (0 to :ref:`get_name_count<class_NodePath_method_get_name_count>`)
.. _class_NodePath_method_get_name_count:
- :ref:`int<class_int>` **get_name_count** **(** **)**
Get the number of node names which make up the path.
.. _class_NodePath_method_get_subname:
- :ref:`String<class_String>` **get_subname** **(** :ref:`int<class_int>` idx **)**
Get the resource name indicated by ``idx`` (0 to :ref:`get_subname_count<class_NodePath_method_get_subname_count>`)
.. _class_NodePath_method_get_subname_count:
- :ref:`int<class_int>` **get_subname_count** **(** **)**
Get the number of resource names in the path.
.. _class_NodePath_method_is_absolute:
- :ref:`bool<class_bool>` **is_absolute** **(** **)**
Returns ``true`` if the node path is absolute (not relative).
.. _class_NodePath_method_is_empty:
- :ref:`bool<class_bool>` **is_empty** **(** **)**
Returns ``true`` if the node path is empty.