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Diffstat (limited to 'doc/classes/SceneTreeTimer.xml')
-rw-r--r-- | doc/classes/SceneTreeTimer.xml | 16 |
1 files changed, 13 insertions, 3 deletions
diff --git a/doc/classes/SceneTreeTimer.xml b/doc/classes/SceneTreeTimer.xml index a4a83fa65b..4eef754345 100644 --- a/doc/classes/SceneTreeTimer.xml +++ b/doc/classes/SceneTreeTimer.xml @@ -1,17 +1,27 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SceneTreeTimer" inherits="Reference" version="4.0"> +<class name="SceneTreeTimer" inherits="RefCounted" version="4.0"> <brief_description> One-shot timer. </brief_description> <description> A one-shot timer managed by the scene tree, which emits [signal timeout] on completion. See also [method SceneTree.create_timer]. 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: - [codeblock] + [codeblocks] + [gdscript] func some_function(): print("Timer started.") yield(get_tree().create_timer(1.0), "timeout") print("Timer ended.") - [/codeblock] + [/gdscript] + [csharp] + public async void SomeFunction() + { + GD.Print("Timer started."); + await ToSignal(GetTree().CreateTimer(1.0f), "timeout"); + GD.Print("Timer ended."); + } + [/csharp] + [/codeblocks] </description> <tutorials> </tutorials> |