1261f47c35
This closes https://github.com/godotengine/godot-docs/issues/2349 (as the linked method already contains an example).
75 lines
3 KiB
XML
75 lines
3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Timer" inherits="Node" version="4.0">
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<brief_description>
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A countdown timer.
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</brief_description>
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<description>
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Counts down a specified interval and emits a signal on reaching 0. Can be set to repeat or "one-shot" mode.
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[b]Note:[/b] To create an one-shot timer without instantiating a node, use [method SceneTree.create_timer].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="is_stopped" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if the timer is stopped.
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</description>
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</method>
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<method name="start">
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<return type="void">
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</return>
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<argument index="0" name="time_sec" type="float" default="-1">
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</argument>
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<description>
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Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if [code]time_sec > 0[/code]. This also resets the remaining time to [code]wait_time[/code].
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[b]Note:[/b] this method will not resume a paused timer. See [member paused].
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</description>
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</method>
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<method name="stop">
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<return type="void">
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</return>
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<description>
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Stops the timer.
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</description>
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</method>
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</methods>
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<members>
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<member name="autostart" type="bool" setter="set_autostart" getter="has_autostart" default="false">
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If [code]true[/code], the timer will automatically start when entering the scene tree.
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[b]Note:[/b] This property is automatically set to [code]false[/code] after the timer enters the scene tree and starts.
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</member>
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<member name="one_shot" type="bool" setter="set_one_shot" getter="is_one_shot" default="false">
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If [code]true[/code], the timer will stop when reaching 0. If [code]false[/code], it will restart.
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</member>
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<member name="paused" type="bool" setter="set_paused" getter="is_paused">
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If [code]true[/code], the timer is paused and will not process until it is unpaused again, even if [method start] is called.
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</member>
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<member name="process_mode" type="int" setter="set_timer_process_mode" getter="get_timer_process_mode" enum="Timer.TimerProcessMode" default="1">
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Processing mode. See [enum TimerProcessMode].
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</member>
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<member name="time_left" type="float" setter="" getter="get_time_left">
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The timer's remaining time in seconds. Returns 0 if the timer is inactive.
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[b]Note:[/b] You cannot set this value. To change the timer's remaining time, use [method start].
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</member>
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<member name="wait_time" type="float" setter="set_wait_time" getter="get_wait_time" default="1.0">
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Wait time in seconds.
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</member>
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</members>
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<signals>
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<signal name="timeout">
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<description>
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Emitted when the timer reaches 0.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="TIMER_PROCESS_PHYSICS" value="0" enum="TimerProcessMode">
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Update the timer during the physics step at each frame (fixed framerate processing).
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</constant>
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<constant name="TIMER_PROCESS_IDLE" value="1" enum="TimerProcessMode">
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Update the timer during the idle time at each frame.
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</constant>
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</constants>
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</class>
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