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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
42 lines
1.3 KiB
XML
42 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SceneTreeTimer" inherits="RefCounted" version="4.0" 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>
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<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]
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[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]
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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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The timer will be automatically freed after its time elapses.
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</description>
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<tutorials>
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</tutorials>
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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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The time remaining (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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</class>
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