Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
86 lines
3.3 KiB
XML
86 lines
3.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="NodePath" category="Built-In Types" version="3.0-stable">
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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 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.
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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 [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.
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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.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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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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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.
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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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</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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</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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Get the node name indicated by [code]idx[/code] (0 to [method get_name_count])
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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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Get the number of node names which make up the path.
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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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Get the resource name indicated by [code]idx[/code] (0 to [method get_subname_count])
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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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Get the number of resource names in the path.
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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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Return true if the node path is absolute (not relative).
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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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Return true 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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