|
@@ -5,8 +5,21 @@
|
|
</brief_description>
|
|
</brief_description>
|
|
<description>
|
|
<description>
|
|
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.
|
|
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.
|
|
|
|
|
|
+ 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.
|
|
|
|
+ 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:
|
|
|
|
+ [codeblock]
|
|
|
|
+ # 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.
|
|
|
|
+ [/codeblock]
|
|
</description>
|
|
</description>
|
|
<tutorials>
|
|
<tutorials>
|
|
</tutorials>
|
|
</tutorials>
|