Documentation
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Overview ¶
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 WaitTime, it will emit the OnTimeout signal.
After a timer enters the scene tree, it can be manually started with Start. A timer node is also started automatically if Autostart is true.
Without requiring much code, a timer node can be added and configured in the editor. The OnTimeout signal it emits can also be connected through the Node dock in the editor:
package main import "fmt" func OnTimerTimeout() { fmt.Println("Time to attack!") }
Note: To create a one-shot timer without instantiating a node, use SceneTree.CreateTimer.
Note: Timers are affected by Engine.TimeScale unless IgnoreTimeScale is true. The higher the time scale, the sooner timers will end. How often a timer processes may depend on the framerate or Engine.PhysicsTicksPerSecond.
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) MoreArgs() MoreArgs
- 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 MoreArgs
- 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 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 ¶
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) Autostart ¶
If true, the timer will start immediately when it enters the scene tree.
Note: After the timer enters the tree, this property is automatically set to false.
Note: This property does nothing when the timer is running in the editor.
func (Instance) IgnoreTimeScale ¶
If true, the timer will ignore Engine.TimeScale and update with the real, elapsed time.
func (Instance) MoreArgs ¶
MoreArgs enables certain functions to be called with additional 'optional' arguments.
func (Instance) OneShot ¶
If true, the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart.
func (Instance) Paused ¶
If true, the timer is paused. A paused timer does not process until this property is set back to false, even when Start is called. See also Stop.
func (Instance) ProcessCallback ¶
func (self Instance) ProcessCallback() TimerProcessCallback
Specifies when the timer is updated during the main loop.
func (Instance) SetAutostart ¶
SetAutostart sets the property returned by [HasAutostart].
func (Instance) SetIgnoreTimeScale ¶
SetIgnoreTimeScale sets the property returned by [IsIgnoringTimeScale].
func (Instance) SetOneShot ¶
SetOneShot sets the property returned by [IsOneShot].
func (Instance) SetProcessCallback ¶
func (self Instance) SetProcessCallback(value TimerProcessCallback)
SetProcessCallback sets the property returned by [GetTimerProcessCallback].
func (Instance) SetWaitTime ¶
SetWaitTime sets the property returned by [GetWaitTime].
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 scene tree. If 'time_sec' is greater than 0, this value is used for the WaitTime.
Note: This method does not resume a paused timer. See Paused.
func (Instance) Stop ¶
func (self Instance) Stop()
Stops the timer. See also Paused. Unlike Start, this can safely be called if the timer is not inside the scene tree.
Note: Calling Stop does not emit the OnTimeout signal, as the timer is not considered to have timed out. If this is desired, use $Timer.timeout.emit() after calling Stop to manually emit the signal.
func (Instance) TimeLeft ¶
The timer's remaining time in seconds. This is always 0 if the timer is stopped.
Note: This property is read-only and cannot be modified. It is based on WaitTime.
func (Instance) WaitTime ¶
The time required for the timer to end, in seconds. This property can also be set every time Start is called.
Note: Timers can only process once per physics or process frame (depending on the ProcessCallback). An unstable framerate may cause the timer to end inconsistently, which is especially noticeable if the wait time is lower than roughly 0.05 seconds. For very short timers, it is recommended to write your own code instead of using a Timer node. Timers are also affected by Engine.TimeScale.
type MoreArgs ¶
MoreArgs is a container for Instance functions with additional 'optional' arguments.
type TimerProcessCallback ¶
type TimerProcessCallback int //gd:Timer.TimerProcessCallback
const ( // Update the timer every physics process frame (see [Node.NotificationInternalPhysicsProcess]). TimerProcessPhysics TimerProcessCallback = 0 // Update the timer every process (rendered) frame (see [Node.NotificationInternalProcess]). TimerProcessIdle TimerProcessCallback = 1 )