godot/doc/classes/SceneTreeTimer.xml
Hugo Locurcio 8c0f9b18d7
Document SceneTreeTimer being freed automatically when elapsed
The note was present in the SceneTree `create_timer()` class
documentation, but not in the SceneTreeTimer class documentation.
2021-12-05 18:40:28 +01:00

42 lines
1.2 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SceneTreeTimer" inherits="RefCounted" version="4.0">
<brief_description>
One-shot timer.
</brief_description>
<description>
A one-shot timer managed by the scene tree, which emits [signal timeout] on completion. See also [method SceneTree.create_timer].
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:
[codeblocks]
[gdscript]
func some_function():
print("Timer started.")
await get_tree().create_timer(1.0).timeout
print("Timer ended.")
[/gdscript]
[csharp]
public async void SomeFunction()
{
GD.Print("Timer started.");
await ToSignal(GetTree().CreateTimer(1.0f), "timeout");
GD.Print("Timer ended.");
}
[/csharp]
[/codeblocks]
The timer will be automatically freed after its time elapses.
</description>
<tutorials>
</tutorials>
<members>
<member name="time_left" type="float" setter="set_time_left" getter="get_time_left">
The time remaining (in seconds).
</member>
</members>
<signals>
<signal name="timeout">
<description>
Emitted when the timer reaches 0.
</description>
</signal>
</signals>
</class>