diff options
Diffstat (limited to 'doc/classes/SceneTree.xml')
-rw-r--r-- | doc/classes/SceneTree.xml | 39 |
1 files changed, 32 insertions, 7 deletions
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml index cfe6e4f738..9366d7dd44 100644 --- a/doc/classes/SceneTree.xml +++ b/doc/classes/SceneTree.xml @@ -5,7 +5,7 @@ </brief_description> <description> As one of the most important classes, the [SceneTree] manages the hierarchy of nodes in a scene as well as scenes themselves. Nodes can be added, retrieved and removed. The whole scene tree (and thus the current scene) can be paused. Scenes can be loaded, switched and reloaded. - You can also use the [SceneTree] to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. a "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once. + You can also use the [SceneTree] to organize your nodes into groups: every node can be assigned as many groups as you want to create, e.g. an "enemy" group. You can then iterate these groups or even call methods and set properties on all the group's members at once. [SceneTree] is the default [MainLoop] implementation used by scenes, and is thus in charge of the game loop. </description> <tutorials> @@ -64,20 +64,38 @@ </return> <argument index="0" name="time_sec" type="float"> </argument> - <argument index="1" name="pause_mode_process" type="bool" default="true"> + <argument index="1" name="process_always" type="bool" default="true"> </argument> <description> - Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this [SceneTree]. If [code]pause_mode_process[/code] is set to [code]false[/code], pausing the [SceneTree] will also pause the timer. + Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after the given time in seconds elapsed in this [SceneTree]. If [code]process_always[/code] is set to [code]false[/code], pausing the [SceneTree] will also pause the timer. Commonly used to create a one-shot delay timer as in the following example: - [codeblock] + [codeblocks] + [gdscript] func some_function(): print("start") yield(get_tree().create_timer(1.0), "timeout") print("end") - [/codeblock] + [/gdscript] + [csharp] + public async void SomeFunction() + { + GD.Print("start"); + await ToSignal(GetTree().CreateTimer(1.0f), "timeout"); + GD.Print("end"); + } + [/csharp] + [/codeblocks] The timer will be automatically freed after its time elapses. </description> </method> + <method name="get_first_node_in_group"> + <return type="Node"> + </return> + <argument index="0" name="group" type="StringName"> + </argument> + <description> + </description> + </method> <method name="get_frame" qualifiers="const"> <return type="int"> </return> @@ -181,10 +199,12 @@ <method name="quit"> <return type="void"> </return> - <argument index="0" name="exit_code" type="int" default="-1"> + <argument index="0" name="exit_code" type="int" default="0"> </argument> <description> - Quits the application at the end of the current iteration. A process [code]exit_code[/code] can optionally be passed as an argument. If this argument is [code]0[/code] or greater, it will override the [member OS.exit_code] defined before quitting the application. + Quits the application at the end of the current iteration. Argument [code]exit_code[/code] can optionally be given (defaulting to 0) to customize the exit status code. + By convention, an exit code of [code]0[/code] indicates success whereas a non-zero exit code indicates an error. + For portability reasons, the exit code should be set between 0 and 125 (inclusive). </description> </method> <method name="reload_current_scene"> @@ -361,6 +381,11 @@ Emitted whenever the [SceneTree] hierarchy changed (children being moved or renamed, etc.). </description> </signal> + <signal name="tree_process_mode_changed"> + <description> + This signal is only emitted in the editor, it allows the editor to update the visibility of disabled nodes. Emitted whenever any node's [member Node.process_mode] is changed. + </description> + </signal> </signals> <constants> <constant name="GROUP_CALL_DEFAULT" value="0" enum="GroupCallFlags"> |