2017-09-12 20:42:36 +00:00
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<?xml version="1.0" encoding="UTF-8" ?>
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2021-06-04 16:03:15 +00:00
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<class name="SceneTreeTimer" inherits="RefCounted" version="4.0">
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2017-09-12 20:42:36 +00:00
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<brief_description>
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2019-02-24 02:56:10 +00:00
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One-shot timer.
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2017-09-12 20:42:36 +00:00
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</brief_description>
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<description>
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2019-02-24 02:56:10 +00:00
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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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2019-02-25 10:17:56 +00:00
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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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2020-11-27 23:33:15 +00:00
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[codeblocks]
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[gdscript]
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2019-02-24 02:56:10 +00:00
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func some_function():
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2019-10-01 08:55:49 +00:00
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print("Timer started.")
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yield(get_tree().create_timer(1.0), "timeout")
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print("Timer ended.")
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2020-11-27 23:33:15 +00:00
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[/gdscript]
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[csharp]
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public async void SomeFunction()
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{
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GD.Print("Timer started.");
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await ToSignal(GetTree().CreateTimer(1.0f), "timeout");
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GD.Print("Timer ended.");
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}
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[/csharp]
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[/codeblocks]
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2017-09-12 20:42:36 +00:00
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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2018-01-11 22:38:35 +00:00
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<members>
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<member name="time_left" type="float" setter="set_time_left" getter="get_time_left">
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2019-02-24 02:56:10 +00:00
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The time remaining.
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2018-01-11 22:38:35 +00:00
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</member>
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</members>
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2017-09-12 20:42:36 +00:00
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<signals>
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<signal name="timeout">
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<description>
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2019-02-24 02:56:10 +00:00
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Emitted when the timer reaches 0.
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2017-09-12 20:42:36 +00:00
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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