Documentation
¶
Overview ¶
Package Timer provides methods for working with Timer object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsTimer() Instance
- func (self Instance) Autostart() bool
- func (self Instance) IsStopped() bool
- func (self Instance) OnTimeout(cb func())
- func (self Instance) OneShot() bool
- func (self Instance) Paused() bool
- func (self Instance) ProcessCallback() gdclass.TimerTimerProcessCallback
- func (self Instance) SetAutostart(value bool)
- func (self Instance) SetOneShot(value bool)
- func (self Instance) SetPaused(value bool)
- func (self Instance) SetProcessCallback(value gdclass.TimerTimerProcessCallback)
- func (self Instance) SetWaitTime(value Float.X)
- func (self Instance) Start()
- func (self Instance) Stop()
- func (self Instance) TimeLeft() Float.X
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- func (self Instance) WaitTime() Float.X
- type TimerProcessCallback
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
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].
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) ProcessCallback ¶
func (self Instance) ProcessCallback() gdclass.TimerTimerProcessCallback
func (Instance) SetAutostart ¶
func (Instance) SetOneShot ¶
func (Instance) SetProcessCallback ¶
func (self Instance) SetProcessCallback(value gdclass.TimerTimerProcessCallback)
func (Instance) SetWaitTime ¶
func (Instance) Start ¶
func (self Instance) Start()
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]. [b]Note:[/b] This method does not resume a paused timer. See [member paused].
func (*Instance) UnsafePointer ¶
type TimerProcessCallback ¶
type TimerProcessCallback = gdclass.TimerTimerProcessCallback //gd:Timer.TimerProcessCallback
const ( /*Update the timer every physics process frame (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).*/ TimerProcessPhysics TimerProcessCallback = 0 /*Update the timer every process (rendered) frame (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).*/ TimerProcessIdle TimerProcessCallback = 1 )