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For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
73 lines
3.1 KiB
XML
73 lines
3.1 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 a 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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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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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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<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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<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>
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</method>
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<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>
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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_callback" type="int" setter="set_timer_process_callback" getter="get_timer_process_callback" enum="Timer.TimerProcessCallback" default="1">
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Processing callback. See [enum TimerProcessCallback].
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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="TimerProcessCallback">
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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="TimerProcessCallback">
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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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