Category: Built-In Types
Pre-parsed scene tree path.
|NodePath||NodePath ( String from )|
|NodePath||get_as_property_path ( )|
|String||get_concatenated_subnames ( )|
|String||get_name ( int idx )|
|int||get_name_count ( )|
|String||get_subname ( int idx )|
|int||get_subname_count ( )|
|bool||is_absolute ( )|
|bool||is_empty ( )|
A pre-parsed relative or absolute path in a scene tree, for use with 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,
"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 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
@"path". Exporting a
NodePath variable will give you a node selection widget in the properties panel of the editor, which can often be useful.
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.
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,
".." indicate the current node and its parent.
Get the node name indicated by
idx (0 to get_name_count)
Get the number of node names which make up the path.
Get the resource name indicated by
idx (0 to get_subname_count)
Get the number of resource names in the path.
Return true if the node path is absolute (not relative).
Return true if the node path is empty.
© 2014–2018 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.