Returns length of Variant [code]var[/code]. Length is the character count of String, element count of Array, size of Dictionary, etc. Note: Generates a fatal error if Variant can not provide a length.
Returns length of Variant [code]var[/code]. Length is the character count of String, element count of Array, size of Dictionary, etc.
[b]Note:[/b] Generates a fatal error if Variant can not provide a length.
[codeblock]
a = [1, 2, 3, 4]
len(a) # returns 4
...
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@@ -552,7 +553,8 @@
<argumentindex="0"name="path"type="String">
</argument>
<description>
Loads a resource from the filesystem located at [code]path[/code]. Note: resource paths can be obtained by right clicking on a resource in the Assets Panel and choosing "Copy Path".
Loads a resource from the filesystem located at [code]path[/code].
[b]Note:[/b] Resource paths can be obtained by right clicking on a resource in the Assets Panel and choosing "Copy Path".
[codeblock]
# load a scene called main located in the root of the project directory
var main = load("res://main.tscn")
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@@ -565,7 +567,8 @@
<argumentindex="0"name="s"type="float">
</argument>
<description>
Natural logarithm. The amount of time needed to reach a certain level of continuous growth. Note: This is not the same as the log function on your calculator which is a base 10 logarithm.
Natural logarithm. The amount of time needed to reach a certain level of continuous growth.
[b]Note:[/b] This is not the same as the log function on your calculator which is a base 10 logarithm.
[codeblock]
log(10) # returns 2.302585
[/codeblock]
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@@ -664,7 +667,8 @@
<argumentindex="0"name="path"type="String">
</argument>
<description>
Returns a resource from the filesystem that is loaded during script parsing. Note: resource paths can be obtained by right clicking on a resource in the Assets Panel and choosing "Copy Path".
Returns a resource from the filesystem that is loaded during script parsing.
[b]Note:[/b] Resource paths can be obtained by right clicking on a resource in the Assets Panel and choosing "Copy Path".
[codeblock]
# load a scene called main located in the root of the project directory
Set the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ":". Example: "character/skeleton:ankle" or "character/mesh:transform/local"
Set the path of a track. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ":".
[b]Example:[/b] "character/skeleton:ankle" or "character/mesh:transform/local".
Sort the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return true if the first argument is less than the second, and return false otherwise. Note: you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior.
Sort the array using a custom method. The arguments are an object that holds the method and the name of such method. The custom method receives two arguments (a pair of elements from the array) and must return true if the first argument is less than the second, and return false otherwise.
[b]Note:[/b] you cannot randomize the return value as the heapsort algorithm expects a deterministic result. Doing so will result in unexpected behavior.
Controls whether the control will be able to receive mouse button input events through [method _gui_input] and how these events should be handled. Use one of the [code]MOUSE_FILTER_*[/code] constants. See the constants to learn what each does.
Control that provides a list of selectable items (and/or icons) in a single column, or optionally in multiple columns.
</brief_description>
<description>
This control provides a selectable list of items that may be in a single (or multiple columns) with option of text, icons,
or both text and icon. Tooltips are supported and may be different for every item in the list. Selectable items in the list
may be selected or deselected and multiple selection may be enabled. Selection with right mouse button may also be enabled
to allow use of popup context menus. Items may also be 'activated' with a double click (or Enter key).
This control provides a selectable list of items that may be in a single (or multiple columns) with option of text, icons, or both text and icon. Tooltips are supported and may be different for every item in the list.
Selectable items in the list may be selected or deselected and multiple selection may be enabled. Selection with right mouse button may also be enabled to allow use of popup context menus. Items may also be 'activated' with a double click (or Enter key).
Fetches a node. The [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 [code]null instance[/code] is returned and attempts to access it 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 [method is_inside_tree]).
[i]Example:[/i] Assume your current node is Character and the following tree:
[b]Note:[/b] Fetching absolute paths only works when the node is inside the scene tree (see [method is_inside_tree]).
[b]Example:[/b] Assume your current node is Character and the following tree:
Splits the string by a [code]divisor[/code] string and returns an array of the substrings, starting from right. Example "One,Two,Three" will return ["One","Two","Three"] if split by ",".
Splits the string by a [code]divisor[/code] string and returns an array of the substrings, starting from right.
[b]Example:[/b] "One,Two,Three" will return ["One","Two","Three"] if split by ",".
If [code]maxsplit[/code] is specified, then it is number of splits to do, default is 0 which splits all the items.
Splits the string by a divisor string and returns an array of the substrings. Example "One,Two,Three" will return ["One","Two","Three"] if split by ",".
Splits the string by a divisor string and returns an array of the substrings.
[b]Example:[/b] "One,Two,Three" will return ["One","Two","Three"] if split by ",".
If [code]maxsplit[/code] is given, at most maxsplit number of splits occur, and the remainder of the string is returned as the final element of the list (thus, the list will have at most maxsplit+1 elements)