.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead. .. _class_NodePath: NodePath ======== **Category:** Built-In Types Brief Description ----------------- Pre-parsed scene tree path. Member Functions ---------------- +----------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`NodePath` | :ref:`NodePath` **(** :ref:`String` from **)** | +----------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`get_name` **(** :ref:`int` idx **)** | +----------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_name_count` **(** **)** | +----------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`get_property` **(** **)** | +----------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`get_subname` **(** :ref:`int` idx **)** | +----------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_subname_count` **(** **)** | +----------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_absolute` **(** **)** | +----------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_empty` **(** **)** | +----------------------------------+-----------------------------------------------------------------------------------------+ Description ----------- A pre-parsed relative or absolute path in a scene tree, for use with :ref:`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 :ref:`Node.get_node` and it will be automatically converted, but you may occasionally want to parse a path ahead of time with :ref:`NodePath` or the literal syntax ``@"path"``. Exporting a :ref:`NodePath` variable will give you a node selection widget in the properties panel of the editor, which can often be useful. A :ref:`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. Member Function Description --------------------------- .. _class_NodePath_NodePath: - :ref:`NodePath` **NodePath** **(** :ref:`String` from **)** 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, ``"."`` and ``".."`` indicate the current node and its parent. .. _class_NodePath_get_name: - :ref:`String` **get_name** **(** :ref:`int` idx **)** Get the node name indicated by ``idx`` (0 to :ref:`get_name_count`) .. _class_NodePath_get_name_count: - :ref:`int` **get_name_count** **(** **)** Get the number of node names which make up the path. .. _class_NodePath_get_property: - :ref:`String` **get_property** **(** **)** Get the path's property name, or an empty string if the path doesn't have a property. .. _class_NodePath_get_subname: - :ref:`String` **get_subname** **(** :ref:`int` idx **)** Get the resource name indicated by ``idx`` (0 to :ref:`get_subname_count`) .. _class_NodePath_get_subname_count: - :ref:`int` **get_subname_count** **(** **)** Get the number of resource names in the path. .. _class_NodePath_is_absolute: - :ref:`bool` **is_absolute** **(** **)** Return true if the node path is absolute (not relative). .. _class_NodePath_is_empty: - :ref:`bool` **is_empty** **(** **)** Return true if the node path is empty.