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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "SceneTreeTimer" inherits= "RefCounted" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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One-shot timer.
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</brief_description>
<description >
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A one-shot timer managed by the scene tree, which emits [signal timeout] on completion. See also [method SceneTree.create_timer].
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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:
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[codeblocks]
[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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[/gdscript]
[csharp]
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public async Task SomeFunction()
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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.");
}
[/csharp]
[/codeblocks]
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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 [RefCounted].
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[b]Note:[/b] The timer is processed after all of the nodes in the current frame, i.e. node's [method Node._process] method would be called before the timer (or [method Node._physics_process] if [code]process_in_physics[/code] in [method SceneTree.create_timer] has been set to [code]true[/code]).
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</description>
<tutorials >
</tutorials>
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<members >
<member name= "time_left" type= "float" setter= "set_time_left" getter= "get_time_left" >
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The time remaining (in seconds).
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</member>
</members>
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<signals >
<signal name= "timeout" >
<description >
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Emitted when the timer reaches 0.
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</description>
</signal>
</signals>
</class>