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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
42 lines
1.7 KiB
XML
42 lines
1.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SceneTreeTimer" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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One-shot timer.
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</brief_description>
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<description>
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A one-shot timer managed by the scene tree, which emits [signal timeout] on completion. See also [method SceneTree.create_timer].
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As opposed to [Timer], it does not require the instantiation of a node. Commonly used to create a one-shot delay timer as in the following example:
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[codeblocks]
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[gdscript]
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func some_function():
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print("Timer started.")
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await get_tree().create_timer(1.0).timeout
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print("Timer ended.")
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[/gdscript]
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[csharp]
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public async Task SomeFunction()
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{
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GD.Print("Timer started.");
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await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
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GD.Print("Timer ended.");
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}
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[/csharp]
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[/codeblocks]
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The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See [RefCounted].
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[b]Note:[/b] The timer is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the timer (or [method Node._physics_process] if [code]process_in_physics[/code] in [method SceneTree.create_timer] has been set to [code]true[/code]).
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="time_left" type="float" setter="set_time_left" getter="get_time_left">
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The time remaining (in seconds).
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</member>
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</members>
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<signals>
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<signal name="timeout">
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<description>
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Emitted when the timer reaches 0.
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</description>
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</signal>
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</signals>
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</class>
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