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We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
204 lines
9.6 KiB
XML
204 lines
9.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="NodePath" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 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 example, [code]"Path2D/PathFollow2D/Sprite2D:texture:size"[/code] would refer to the [code]size[/code] property of the [code]texture[/code] resource on the node named [code]"Sprite2D"[/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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Some examples of NodePaths include the following:
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[codeblock]
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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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^"../.." # The grandparent node.
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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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[/codeblock]
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See also [StringName], which is a similar concept for general-purpose string interning.
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[b]Note:[/b] 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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[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/code] if it is empty ([code]NodePath("")[/code]). Otherwise, a [NodePath] will always evaluate to [code]true[/code].
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</description>
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<tutorials>
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<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
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</tutorials>
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<constructors>
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<constructor name="NodePath">
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<return type="NodePath" />
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<description>
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Constructs an empty [NodePath].
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</description>
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</constructor>
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<constructor name="NodePath">
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<return type="NodePath" />
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<param index="0" name="from" type="NodePath" />
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<description>
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Constructs a [NodePath] as a copy of the given [NodePath]. [code]NodePath("example")[/code] is equivalent to [code]^"example"[/code].
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</description>
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</constructor>
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<constructor name="NodePath">
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<return type="NodePath" />
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<param index="0" name="from" type="String" />
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<description>
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Creates a NodePath from a string, e.g. [code]"Path2D/PathFollow2D/Sprite2D: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 Sprite2D node.
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"Path2D/PathFollow2D/Sprite2D"
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# Points to the Sprite2D node and its "texture" resource.
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# get_node() would retrieve "Sprite2D", while get_node_and_resource()
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# would retrieve both the Sprite2D node and the "texture" resource.
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"Path2D/PathFollow2D/Sprite2D:texture"
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# Points to the Sprite2D node and its "position" property.
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"Path2D/PathFollow2D/Sprite2D:position"
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# Points to the Sprite2D node and the "x" component of its "position" property.
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"Path2D/PathFollow2D/Sprite2D: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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</constructor>
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</constructors>
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<methods>
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<method name="get_as_property_path" qualifiers="const">
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<return type="NodePath" />
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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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[codeblocks]
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[gdscript]
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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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[/gdscript]
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[csharp]
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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 nodePath = new 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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NodePath propertyPath = nodePath.GetAsPropertyPath();
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GD.Print(propertyPath); // :position:x
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_concatenated_names" qualifiers="const">
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<return type="StringName" />
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<description>
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Returns all paths concatenated with a slash character ([code]/[/code]) as separator without subnames.
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</description>
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</method>
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<method name="get_concatenated_subnames" qualifiers="const">
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<return type="StringName" />
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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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[codeblocks]
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[gdscript]
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var nodepath = NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path")
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print(nodepath.get_concatenated_subnames()) # texture:load_path
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[/gdscript]
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[csharp]
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var nodepath = new NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path");
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GD.Print(nodepath.GetConcatenatedSubnames()); // texture:load_path
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_name" qualifiers="const">
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<return type="StringName" />
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<param index="0" name="idx" type="int" />
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<description>
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Gets the node name indicated by [param idx] (0 to [method get_name_count] - 1).
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[codeblocks]
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[gdscript]
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var node_path = NodePath("Path2D/PathFollow2D/Sprite2D")
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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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[/gdscript]
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[csharp]
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var nodePath = new NodePath("Path2D/PathFollow2D/Sprite2D");
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GD.Print(nodePath.GetName(0)); // Path2D
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GD.Print(nodePath.GetName(1)); // PathFollow2D
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GD.Print(nodePath.GetName(2)); // Sprite
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_name_count" qualifiers="const">
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<return type="int" />
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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/Sprite2D"[/code] has 3 names.
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</description>
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</method>
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<method name="get_subname" qualifiers="const">
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<return type="StringName" />
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<param index="0" name="idx" type="int" />
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<description>
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Gets the resource or property name indicated by [param idx] (0 to [method get_subname_count] - 1).
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[codeblocks]
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[gdscript]
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var node_path = NodePath("Path2D/PathFollow2D/Sprite2D: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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[/gdscript]
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[csharp]
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var nodePath = new NodePath("Path2D/PathFollow2D/Sprite2D:texture:load_path");
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GD.Print(nodePath.GetSubname(0)); // texture
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GD.Print(nodePath.GetSubname(1)); // load_path
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_subname_count" qualifiers="const">
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<return type="int" />
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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/Sprite2D:texture:load_path"[/code] has 2 subnames.
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</description>
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</method>
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<method name="hash" qualifiers="const">
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<return type="int" />
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<description>
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Returns the 32-bit hash value representing the [NodePath]'s contents.
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</description>
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</method>
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<method name="is_absolute" qualifiers="const">
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<return type="bool" />
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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" qualifiers="const">
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<return type="bool" />
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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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<operators>
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<operator name="operator !=">
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<return type="bool" />
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<param index="0" name="right" type="NodePath" />
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<description>
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Returns [code]true[/code] if two node paths are not equal.
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<param index="0" name="right" type="NodePath" />
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<description>
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Returns [code]true[/code] if two node paths are equal, i.e. all node names in the path are the same and in the same order.
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</description>
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</operator>
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</operators>
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</class>
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