2d20fc39aa
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
139 lines
6.4 KiB
XML
139 lines
6.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="NodePath" 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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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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# 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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</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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