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								<?xml version="1.0" encoding="UTF-8" ?>
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								<class name="SceneTreeTimer" inherits="RefCounted" version="4.0">
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									<brief_description>
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											2019-02-23 18:56:10 -08:00
										 
									 
								 
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										One-shot timer.
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									</brief_description>
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									<description>
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										A one-shot timer managed by the scene tree, which emits [signal timeout] on completion. See also [method SceneTree.create_timer].
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										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:
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											2020-11-28 00:33:15 +01:00
										 
									 
								 
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										[codeblocks]
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										[gdscript]
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										func some_function():
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										    print("Timer started.")
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										    yield(get_tree().create_timer(1.0), "timeout")
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										    print("Timer ended.")
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										[/gdscript]
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										[csharp]
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										public async void SomeFunction()
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										{
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										    GD.Print("Timer started.");
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										    await ToSignal(GetTree().CreateTimer(1.0f), "timeout");
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										    GD.Print("Timer ended.");
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										}
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										[/csharp]
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										[/codeblocks]
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									</description>
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									<tutorials>
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									</tutorials>
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									<methods>
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									</methods>
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									<members>
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										<member name="time_left" type="float" setter="set_time_left" getter="get_time_left">
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											The time remaining.
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										</member>
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									</members>
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									<signals>
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										<signal name="timeout">
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											<description>
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												Emitted when the timer reaches 0.
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											</description>
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										</signal>
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									</signals>
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									<constants>
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									</constants>
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								</class>
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