Documentation
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Overview ¶
Package Timer provides methods for working with Timer object instances.
Index ¶
- type Advanced
- type Any
- type Expanded
- type Extension
- type ID
- 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) ID() ID
- func (self Instance) IgnoreTimeScale() bool
- func (self Instance) IsStopped() bool
- func (self Instance) OnTimeout(cb func(), flags ...Signal.Flags)
- func (self Instance) OneShot() bool
- func (self Instance) Paused() bool
- func (self Instance) ProcessCallback() TimerProcessCallback
- func (self Instance) SetAutostart(value bool)
- func (self Instance) SetIgnoreTimeScale(value bool)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetOneShot(value bool)
- func (self Instance) SetPaused(value bool)
- func (self Instance) SetProcessCallback(value TimerProcessCallback)
- func (self Instance) SetWaitTime(value Float.X)
- func (self Instance) Start()
- func (self Instance) Stop()
- func (self Instance) TimeLeft() Float.X
- 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 Expanded ¶
func (Expanded) Start ¶
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].
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
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) IgnoreTimeScale ¶
func (Instance) ProcessCallback ¶
func (self Instance) ProcessCallback() TimerProcessCallback
func (Instance) SetAutostart ¶
func (Instance) SetIgnoreTimeScale ¶
func (Instance) SetOneShot ¶
func (Instance) SetProcessCallback ¶
func (self Instance) SetProcessCallback(value TimerProcessCallback)
func (Instance) SetWaitTime ¶
func (Instance) Start ¶
func (self Instance) Start()
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].
type TimerProcessCallback ¶
type TimerProcessCallback int //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 )