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
The time remaining (in seconds).
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
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。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。