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110 lines
3.7 KiB
ReStructuredText
110 lines
3.7 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SceneTreeTimer.xml.
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.. _class_SceneTreeTimer:
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SceneTreeTimer
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==============
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**Inherits:** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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One-shot timer.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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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>`.
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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:
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.. tabs::
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.. code-tab:: gdscript
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func some_function():
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print("Timer started.")
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await get_tree().create_timer(1.0).timeout
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print("Timer ended.")
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.. code-tab:: csharp
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public async Task SomeFunction()
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{
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GD.Print("Timer started.");
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await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
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GD.Print("Timer ended.");
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}
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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>`.
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\ **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``).
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.. rst-class:: classref-reftable-group
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Properties
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----------
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.. table::
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:widths: auto
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+---------------------------+-----------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`time_left<class_SceneTreeTimer_property_time_left>` |
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+---------------------------+-----------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Signals
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-------
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.. _class_SceneTreeTimer_signal_timeout:
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.. rst-class:: classref-signal
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**timeout**\ (\ )
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Emitted when the timer reaches 0.
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Property Descriptions
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---------------------
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.. _class_SceneTreeTimer_property_time_left:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **time_left**
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.. rst-class:: classref-property-setget
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- |void| **set_time_left**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_time_left**\ (\ )
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The time remaining (in seconds).
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
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.. |void| replace:: :abbr:`void (No return value.)`
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