public string GetConcatenatedSubnames() { return(godot_icall_NodePath_get_concatenated_subnames(NodePath.GetPtr(this))); }
public string GetName(int idx) { return(godot_icall_NodePath_get_name(NodePath.GetPtr(this), idx)); }
public bool IsEmpty() { return(godot_icall_NodePath_is_empty(NodePath.GetPtr(this))); }
public NodePath GetAsPropertyPath() { return(new NodePath(godot_icall_NodePath_get_as_property_path(NodePath.GetPtr(this)))); }
public bool IsAbsolute() { return(godot_icall_NodePath_is_absolute(NodePath.GetPtr(this))); }
public int GetSubnameCount() { return(godot_icall_NodePath_get_subname_count(NodePath.GetPtr(this))); }
/// <summary> /// Fetches a node. The <see cref="NodePath"/> can be either a relative path (from /// the current node) or an absolute path (in the scene tree) to a node. If the path /// does not exist, a <see langword="null"/> instance is returned and an error /// is logged. Attempts to access methods on the return value will result in an /// "Attempt to call <method> on a null instance." error. /// Note: Fetching absolute paths only works when the node is inside the scene tree /// (see <see cref="IsInsideTree"/>). /// </summary> /// <example> /// Example: Assume your current node is Character and the following tree: /// <code> /// /root /// /root/Character /// /root/Character/Sword /// /root/Character/Backpack/Dagger /// /root/MyGame /// /root/Swamp/Alligator /// /root/Swamp/Mosquito /// /root/Swamp/Goblin /// </code> /// Possible paths are: /// <code> /// GetNode("Sword"); /// GetNode("Backpack/Dagger"); /// GetNode("../Swamp/Alligator"); /// GetNode("/root/MyGame"); /// </code> /// </example> /// <seealso cref="GetNode{T}(NodePath)"/> /// <param name="path">The path to the node to fetch.</param> /// <typeparam name="T">The type to cast to. Should be a descendant of <see cref="Node"/>.</typeparam> /// <returns> /// The <see cref="Node"/> at the given <paramref name="path"/>, or <see langword="null"/> if not found. /// </returns> public T GetNodeOrNull <T>(NodePath path) where T : class { return(GetNodeOrNull(path) as T); }
/// <summary> /// Fetches a node. The <see cref="NodePath"/> can be either a relative path (from /// the current node) or an absolute path (in the scene tree) to a node. If the path /// does not exist, a <see langword="null"/> instance is returned and an error /// is logged. Attempts to access methods on the return value will result in an /// "Attempt to call <method> on a null instance." error. /// Note: Fetching absolute paths only works when the node is inside the scene tree /// (see <see cref="IsInsideTree"/>). /// </summary> /// <example> /// Example: Assume your current node is Character and the following tree: /// <code> /// /root /// /root/Character /// /root/Character/Sword /// /root/Character/Backpack/Dagger /// /root/MyGame /// /root/Swamp/Alligator /// /root/Swamp/Mosquito /// /root/Swamp/Goblin /// </code> /// Possible paths are: /// <code> /// GetNode("Sword"); /// GetNode("Backpack/Dagger"); /// GetNode("../Swamp/Alligator"); /// GetNode("/root/MyGame"); /// </code> /// </example> /// <seealso cref="GetNodeOrNull{T}(NodePath)"/> /// <param name="path">The path to the node to fetch.</param> /// <exception cref="InvalidCastException"> /// Thrown when the given the fetched node can't be casted to the given type <typeparamref name="T"/>. /// </exception> /// <typeparam name="T">The type to cast to. Should be a descendant of <see cref="Node"/>.</typeparam> /// <returns> /// The <see cref="Node"/> at the given <paramref name="path"/>. /// </returns> public T GetNode <T>(NodePath path) where T : class { return((T)(object)GetNode(path)); }
public Node GetNode(NodePath path) { throw new NotImplementedException(); }