summaryrefslogtreecommitdiff
path: root/doc/classes/SceneTreeTimer.xml
diff options
context:
space:
mode:
Diffstat (limited to 'doc/classes/SceneTreeTimer.xml')
-rw-r--r--doc/classes/SceneTreeTimer.xml25
1 files changed, 16 insertions, 9 deletions
diff --git a/doc/classes/SceneTreeTimer.xml b/doc/classes/SceneTreeTimer.xml
index a4a83fa65b..80f0a54e70 100644
--- a/doc/classes/SceneTreeTimer.xml
+++ b/doc/classes/SceneTreeTimer.xml
@@ -1,25 +1,34 @@
<?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")
+ await 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]
+ The timer will be automatically freed after its time elapses.
</description>
<tutorials>
</tutorials>
- <methods>
- </methods>
<members>
<member name="time_left" type="float" setter="set_time_left" getter="get_time_left">
- The time remaining.
+ The time remaining (in seconds).
</member>
</members>
<signals>
@@ -29,6 +38,4 @@
</description>
</signal>
</signals>
- <constants>
- </constants>
</class>