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	- Fix documentation after C# renames. - Add missing `partial` in C# class declarations. - Change `delta` parameter type to `double` in C#. - Ensure parameters match base declaration. - Use `$` string interpolation in C#. - Fix invalid or outdated C# code. - Changed some examples to follow our style guide more closely.
		
			
				
	
	
		
			41 lines
		
	
	
	
		
			1.4 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			41 lines
		
	
	
	
		
			1.4 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SceneTreeTimer" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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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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		[codeblocks]
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		[gdscript]
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		func some_function():
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		    print("Timer started.")
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		    await 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 Task SomeFunction()
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		{
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		    GD.Print("Timer started.");
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		    await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.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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		The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See [RefCounted].
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	</description>
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	<tutorials>
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	</tutorials>
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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 (in seconds).
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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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</class>
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