godot/doc/classes/Timer.xml
2024-11-03 11:08:19 +03:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Timer" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A countdown timer.
</brief_description>
<description>
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.
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].
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:
[codeblock]
func _on_timer_timeout():
print("Time to attack!")
[/codeblock]
[b]Note:[/b] To create a one-shot timer without instantiating a node, use [method SceneTree.create_timer].
[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].
</description>
<tutorials>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/2712</link>
</tutorials>
<methods>
<method name="is_stopped" qualifiers="const">
<return type="bool" />
<description>
Returns [code]true[/code] if the timer is stopped or has not started.
</description>
</method>
<method name="start">
<return type="void" />
<param index="0" name="time_sec" type="float" default="-1" />
<description>
Starts the timer, or resets the timer if it was 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].
[b]Note:[/b] This method does not resume a paused timer. See [member paused].
</description>
</method>
<method name="stop">
<return type="void" />
<description>
Stops the timer.
</description>
</method>
</methods>
<members>
<member name="autostart" type="bool" setter="set_autostart" getter="has_autostart" default="false">
If [code]true[/code], the timer will start immediately when it enters the scene tree.
[b]Note:[/b] After the timer enters the tree, this property is automatically set to [code]false[/code].
[b]Note:[/b] This property does nothing when the timer is running in the editor.
</member>
<member name="one_shot" type="bool" setter="set_one_shot" getter="is_one_shot" default="false">
If [code]true[/code], the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart.
</member>
<member name="paused" type="bool" setter="set_paused" getter="is_paused">
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.
</member>
<member name="process_callback" type="int" setter="set_timer_process_callback" getter="get_timer_process_callback" enum="Timer.TimerProcessCallback" default="1">
Specifies when the timer is updated during the main loop (see [enum TimerProcessCallback]).
</member>
<member name="time_left" type="float" setter="" getter="get_time_left">
The timer's remaining time in seconds. This is always [code]0[/code] if the timer is stopped.
[b]Note:[/b] This property is read-only and cannot be modified. It is based on [member wait_time].
</member>
<member name="wait_time" type="float" setter="set_wait_time" getter="get_wait_time" default="1.0">
The time required for the timer to end, in seconds. This property can also be set every time [method start] is called.
[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].
</member>
</members>
<signals>
<signal name="timeout">
<description>
Emitted when the timer reaches the end.
</description>
</signal>
</signals>
<constants>
<constant name="TIMER_PROCESS_PHYSICS" value="0" enum="TimerProcessCallback">
Update the timer every physics process frame (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
</constant>
<constant name="TIMER_PROCESS_IDLE" value="1" enum="TimerProcessCallback">
Update the timer every process (rendered) frame (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
</constant>
</constants>
</class>