SceneTreeTimer

继承: RefCounted < Object

One-shot timer.

描述

A one-shot timer managed by the scene tree, which emits timeout on completion. See also 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:


    func some_function():
        print("Timer started.")
        await get_tree().create_timer(1.0).timeout
        print("Timer ended.")

    public async Task SomeFunction()
    {
        GD.Print("Timer started.");
        await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
        GD.Print("Timer ended.");
    }

The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See RefCounted.

Note: The timer is processed after all of the nodes in the current frame, i.e. node's Node._process method would be called before the timer (or Node._physics_process if process_in_physics in SceneTree.create_timer has been set to true).

属性


信号

timeout ( )

Emitted when the timer reaches 0.


属性说明

float time_left

  • void set_time_left ( value: float )
  • float get_time_left ( )

The time remaining (in seconds).

1

本方法通常需要用户覆盖才能生效。

2

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。