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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Timer" inherits= "Node" version= "3.4" >
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<brief_description >
A countdown timer.
</brief_description>
<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 a one-shot timer without instantiating a node, use [method SceneTree.create_timer].
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</description>
<tutorials >
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<link title= "2D Dodge The Creeps Demo" > https://godotengine.org/asset-library/asset/515</link>
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</tutorials>
<methods >
<method name= "is_stopped" qualifiers= "const" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if the timer is stopped.
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</description>
</method>
<method name= "start" >
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<return type= "void" />
<argument index= "0" name= "time_sec" type= "float" default= "-1" />
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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>
</method>
<method name= "stop" >
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<return type= "void" />
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<description >
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Stops the timer.
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</description>
</method>
</methods>
<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.
</member>
</members>
<signals >
<signal name= "timeout" >
<description >
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Emitted when the timer reaches 0.
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</description>
</signal>
</signals>
<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>
</constants>
</class>