diff --git a/doc/classes/NodePath.xml b/doc/classes/NodePath.xml index d2c9247e934..aeb96828aa1 100644 --- a/doc/classes/NodePath.xml +++ b/doc/classes/NodePath.xml @@ -4,9 +4,9 @@ Pre-parsed scene tree path. - 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 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 [method Node.get_node] and it will be automatically converted, but you may occasionally want to parse a path ahead of time with [code]NodePath[/code] or the literal syntax [code]@"path"[/code]. Exporting a [code]NodePath[/code] variable will give you a node selection widget in the properties panel of the editor, which can often be useful. - A [code]NodePath[/code] 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. + 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. + 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 [code]NodePath[/code] variable will give you a node selection widget in the properties panel of the editor, which can often be useful. + A [code]NodePath[/code] 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. @@ -18,18 +18,46 @@ 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, [code]"."[/code] and [code]".."[/code] 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): + [codeblock] + # 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" + [/codeblock] + 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). + [codeblock] + # 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 + 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. + [codeblock] + var nodepath = NodePath("Path2D/PathFollow2D/Sprite:texture:load_path") + print(nodepath.get_concatenated_subnames()) # texture:load_path + [/codeblock] @@ -38,14 +66,21 @@ - Get the node name indicated by [code]idx[/code] (0 to [method get_name_count]) + Get the node name indicated by [code]idx[/code] (0 to [method get_name_count]). + [codeblock] + 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 + [/codeblock] - Get the number of node names which make up the path. + Get the number of node names which make up the path. Subnames (see [method get_subname_count]) are not included. + For example, [code]"Path2D/PathFollow2D/Sprite"[code] has 3 names. @@ -54,21 +89,27 @@ - Get the resource name indicated by [code]idx[/code] (0 to [method get_subname_count]) + Get the resource or property name indicated by [code]idx[/code] (0 to [method get_subname_count]). + [codeblock] + 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 + [/codeblock] - Get the number of resource names in the path. + Get 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. + For example, [code]"Path2D/PathFollow2D/Sprite:texture:load_path"[/code] has 2 subnames. - Returns [code]true[/code] if the node path is absolute (not relative). + 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).