blob: 4eef7543454158e2c66a0b8891c25cbbc1e04644 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
|
<?xml version="1.0" encoding="UTF-8" ?>
<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:
[codeblocks]
[gdscript]
func some_function():
print("Timer started.")
yield(get_tree().create_timer(1.0), "timeout")
print("Timer ended.")
[/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>
<methods>
</methods>
<members>
<member name="time_left" type="float" setter="set_time_left" getter="get_time_left">
The time remaining.
</member>
</members>
<signals>
<signal name="timeout">
<description>
Emitted when the timer reaches 0.
</description>
</signal>
</signals>
<constants>
</constants>
</class>
|