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- :github_url: hide
- .. Generated automatically by doc/tools/make_rst.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
- ========
- Pre-parsed scene tree path.
- 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.
- 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 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.
- Some examples of NodePaths include the following:
- ::
- # No leading slash means it is relative to the current node.
- @"A" # Immediate child A
- @"A/B" # A's child B
- @"." # The current node.
- @".." # The parent node.
- @"../C" # A sibling node C.
- # A leading slash means it is absolute from the SceneTree.
- @"/root" # Equivalent to get_tree().get_root().
- @"/root/Main" # If your main scene's root node were named "Main".
- @"/root/MyAutoload" # If you have an autoloaded node or scene.
- **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.
- Tutorials
- ---------
- - `2D Role Playing Game Demo <https://godotengine.org/asset-library/asset/520>`__
- 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>` **(** **)** |
- +---------------------------------+-----------------------------------------------------------------------------------------------+
- Method Descriptions
- -------------------
- .. _class_NodePath_method_NodePath:
- - :ref:`NodePath<class_NodePath>` **NodePath** **(** :ref:`String<class_String>` from **)**
- 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.
- The "subnames" optionally included after the path to the target node can point to resources or properties, and can also be nested.
- Examples of valid NodePaths (assuming that those nodes exist and have the referenced resources or properties):
- ::
- # Points to the Sprite node
- "Path2D/PathFollow2D/Sprite"
- # Points to the Sprite node and its "texture" resource.
- # get_node() would retrieve "Sprite", while get_node_and_resource()
- # would retrieve both the Sprite node and the "texture" resource.
- "Path2D/PathFollow2D/Sprite:texture"
- # Points to the Sprite node and its "position" property.
- "Path2D/PathFollow2D/Sprite:position"
- # Points to the Sprite node and the "x" component of its "position" property.
- "Path2D/PathFollow2D/Sprite:position:x"
- # Absolute path (from "root")
- "/root/Level/Path2D"
- ----
- .. _class_NodePath_method_get_as_property_path:
- - :ref:`NodePath<class_NodePath>` **get_as_property_path** **(** **)**
- 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).
- ::
- # This will be parsed as a node path to the "x" property in the "position" node
- var node_path = NodePath("position:x")
- # This will be parsed as a node path to the "x" component of the "position" property in the current node
- var property_path = node_path.get_as_property_path()
- print(property_path) # :position:x
- ----
- .. _class_NodePath_method_get_concatenated_subnames:
- - :ref:`String<class_String>` **get_concatenated_subnames** **(** **)**
- Returns all subnames concatenated with a colon character (``:``) as separator, i.e. the right side of the first colon in a node path.
- ::
- var nodepath = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")
- print(nodepath.get_concatenated_subnames()) # texture:load_path
- ----
- .. _class_NodePath_method_get_name:
- - :ref:`String<class_String>` **get_name** **(** :ref:`int<class_int>` idx **)**
- Gets the node name indicated by ``idx`` (0 to :ref:`get_name_count<class_NodePath_method_get_name_count>`).
- ::
- var node_path = NodePath("Path2D/PathFollow2D/Sprite")
- print(node_path.get_name(0)) # Path2D
- print(node_path.get_name(1)) # PathFollow2D
- print(node_path.get_name(2)) # Sprite
- ----
- .. _class_NodePath_method_get_name_count:
- - :ref:`int<class_int>` **get_name_count** **(** **)**
- 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.
- For example, ``"Path2D/PathFollow2D/Sprite"`` has 3 names.
- ----
- .. _class_NodePath_method_get_subname:
- - :ref:`String<class_String>` **get_subname** **(** :ref:`int<class_int>` idx **)**
- Gets the resource or property name indicated by ``idx`` (0 to :ref:`get_subname_count<class_NodePath_method_get_subname_count>`).
- ::
- var node_path = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path")
- print(node_path.get_subname(0)) # texture
- print(node_path.get_subname(1)) # load_path
- ----
- .. _class_NodePath_method_get_subname_count:
- - :ref:`int<class_int>` **get_subname_count** **(** **)**
- Gets the number of resource or property names ("subnames") in the path. Each subname is listed after a colon character (``:``) in the node path.
- For example, ``"Path2D/PathFollow2D/Sprite:texture:load_path"`` has 2 subnames.
- ----
- .. _class_NodePath_method_is_absolute:
- - :ref:`bool<class_bool>` **is_absolute** **(** **)**
- 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).
- ----
- .. _class_NodePath_method_is_empty:
- - :ref:`bool<class_bool>` **is_empty** **(** **)**
- Returns ``true`` if the node path is empty.
- .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
- .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
- .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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