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- :github_url: hide
- .. DO NOT EDIT THIS FILE!!!
- .. Generated automatically from Godot engine sources.
- .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
- .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SceneTreeTimer.xml.
- .. _class_SceneTreeTimer:
- SceneTreeTimer
- ==============
- **Inherits:** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
- One-shot timer.
- .. rst-class:: classref-introduction-group
- Description
- -----------
- A one-shot timer managed by the scene tree, which emits :ref:`timeout<class_SceneTreeTimer_signal_timeout>` on completion. See also :ref:`SceneTree.create_timer<class_SceneTree_method_create_timer>`.
- As opposed to :ref:`Timer<class_Timer>`, it does not require the instantiation of a node. Commonly used to create a one-shot delay timer as in the following example:
- .. tabs::
- .. code-tab:: gdscript
- func some_function():
- print("Timer started.")
- await get_tree().create_timer(1.0).timeout
- print("Timer ended.")
- .. code-tab:: csharp
- public async Task SomeFunction()
- {
- GD.Print("Timer started.");
- await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
- GD.Print("Timer ended.");
- }
- The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See :ref:`RefCounted<class_RefCounted>`.
- \ **Note:** The timer is processed after all of the nodes in the current frame, i.e. node's :ref:`Node._process<class_Node_private_method__process>` method would be called before the timer (or :ref:`Node._physics_process<class_Node_private_method__physics_process>` if ``process_in_physics`` in :ref:`SceneTree.create_timer<class_SceneTree_method_create_timer>` has been set to ``true``).
- .. rst-class:: classref-reftable-group
- Properties
- ----------
- .. table::
- :widths: auto
- +---------------------------+-----------------------------------------------------------+
- | :ref:`float<class_float>` | :ref:`time_left<class_SceneTreeTimer_property_time_left>` |
- +---------------------------+-----------------------------------------------------------+
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Signals
- -------
- .. _class_SceneTreeTimer_signal_timeout:
- .. rst-class:: classref-signal
- **timeout**\ (\ ) :ref:`🔗<class_SceneTreeTimer_signal_timeout>`
- Emitted when the timer reaches 0.
- .. rst-class:: classref-section-separator
- ----
- .. rst-class:: classref-descriptions-group
- Property Descriptions
- ---------------------
- .. _class_SceneTreeTimer_property_time_left:
- .. rst-class:: classref-property
- :ref:`float<class_float>` **time_left** :ref:`🔗<class_SceneTreeTimer_property_time_left>`
- .. rst-class:: classref-property-setget
- - |void| **set_time_left**\ (\ value\: :ref:`float<class_float>`\ )
- - :ref:`float<class_float>` **get_time_left**\ (\ )
- The time remaining (in seconds).
- .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
- .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
- .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
- .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
- .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
- .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
- .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
- .. |void| replace:: :abbr:`void (No return value.)`
|