/// <summary> /// Constructs a <see cref="StringName"/> from the given <paramref name="name"/> string. /// </summary> /// <param name="name">String to construct the <see cref="StringName"/> from.</param> public StringName(string name) { if (!string.IsNullOrEmpty(name)) { NativeValue = (godot_string_name.movable)NativeFuncs.godotsharp_string_name_new_from_string(name); _weakReferenceToSelf = DisposablesTracker.RegisterDisposable(this); } }
/// <summary> /// Constructs a <see cref="NodePath"/> from a string <paramref name="path"/>, /// e.g.: <c>"Path2D/PathFollow2D/Sprite2D:texture:size"</c>. /// 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, <c>"."</c> and <c>".."</c> 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. /// </summary> /// <example> /// Examples of valid NodePaths (assuming that those nodes exist and /// have the referenced resources or properties): /// <code> /// // Points to the Sprite2D node. /// "Path2D/PathFollow2D/Sprite2D" /// // Points to the Sprite2D node and its "texture" resource. /// // GetNode() would retrieve "Sprite2D", while GetNodeAndResource() /// // would retrieve both the Sprite2D node and the "texture" resource. /// "Path2D/PathFollow2D/Sprite2D:texture" /// // Points to the Sprite2D node and its "position" property. /// "Path2D/PathFollow2D/Sprite2D:position" /// // Points to the Sprite2D node and the "x" component of its "position" property. /// "Path2D/PathFollow2D/Sprite2D:position:x" /// // Absolute path (from "root") /// "/root/Level/Path2D" /// </code> /// </example> /// <param name="path">A string that represents a path in a scene tree.</param> public NodePath(string path) { if (!string.IsNullOrEmpty(path)) { NativeValue = (godot_node_path.movable)NativeFuncs.godotsharp_node_path_new_from_string(path); _weakReferenceToSelf = DisposablesTracker.RegisterDisposable(this); } }
private NodePath(godot_node_path nativeValueToOwn) { NativeValue = (godot_node_path.movable)nativeValueToOwn; _weakReferenceToSelf = DisposablesTracker.RegisterDisposable(this); }
private StringName(godot_string_name nativeValueToOwn) { NativeValue = (godot_string_name.movable)nativeValueToOwn; _weakReferenceToSelf = DisposablesTracker.RegisterDisposable(this); }