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c83718624f
Update links to outdated asset library demos Co-authored-by: Max Hilbrunner <m.hilbrunner@gmail.com>
81 lines
4.7 KiB
XML
81 lines
4.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Timer" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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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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The [Timer] node is a countdown timer and is the simplest way to handle time-based logic in the engine. When a timer reaches the end of its [member wait_time], it will emit the [signal timeout] signal.
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After a timer enters the tree, it can be manually started with [method start]. A timer node is also started automatically if [member autostart] is [code]true[/code].
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Without requiring much code, a timer node can be added and configured in the editor. The [signal timeout] signal it emits can also be connected through the Node dock in the editor:
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[codeblock]
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func _on_timer_timeout():
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print("Time to attack!")
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[/codeblock]
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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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[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher the time scale, the sooner timers will end. How often a timer processes may depend on the framerate or [member Engine.physics_ticks_per_second].
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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/2712</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 or has not started.
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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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<param index="0" name="time_sec" type="float" default="-1" />
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<description>
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Starts the timer, if it was not started already. Fails if the timer is not inside the tree. If [param time_sec] is greater than [code]0[/code], this value is used for the [member wait_time].
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[b]Note:[/b] This method does 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 start immediately when it enters the scene tree.
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[b]Note:[/b] After the timer enters the tree, this property is automatically set to [code]false[/code].
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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 after reaching the end. Otherwise, as by default, the timer will automatically 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. A paused timer does not process until this property is set back to [code]false[/code], even when [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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Specifies when the timer is updated during the main loop (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. This is always [code]0[/code] if the timer is stopped.
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[b]Note:[/b] This property is read-only and cannot be modified. It is based on [member wait_time].
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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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The time required for the timer to end, in seconds. This property can also be set every time [method start] is called.
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[b]Note:[/b] Timers can only process once per physics or process frame (depending on the [member process_callback]). An unstable framerate may cause the timer to end inconsistently, which is especially noticeable if the wait time is lower than roughly [code]0.05[/code] seconds. For very short timers, it is recommended to write your own code instead of using a [Timer] node. Timers are also affected by [member Engine.time_scale].
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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 the end.
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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 every physics process frame (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
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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 every process (rendered) frame (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
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</constant>
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</constants>
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</class>
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