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https://github.com/godotengine/godot
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1c1524a651
Can't stop, won't stop, they said, huh?
41 lines
1.4 KiB
XML
41 lines
1.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SceneTreeTimer" inherits="RefCounted" version="4.1" 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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</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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