Class Timer
- Namespace
- Godot
- Assembly
- GodotSharp.dll
Counts down a specified interval and emits a signal on reaching 0. Can be set to repeat or "one-shot" mode.
Note: Timers are affected by TimeScale, a higher scale means quicker timeouts, and vice versa.
Note: To create a one-shot timer without instantiating a node, use CreateTimer(double, bool, bool, bool).
public class Timer : Node, IDisposable
- Inheritance
-
Timer
- Implements
- Inherited Members
Constructors
Timer()
public Timer()
Properties
Autostart
If true
, the timer will automatically start when entering the scene tree.
Note: This property is automatically set to false
after the timer enters the scene tree and starts.
public bool Autostart { get; set; }
Property Value
OneShot
If true
, the timer will stop when reaching 0. If false
, it will restart.
public bool OneShot { get; set; }
Property Value
Paused
If true
, the timer is paused and will not process until it is unpaused again, even if Start(double) is called.
public bool Paused { get; set; }
Property Value
ProcessCallback
Processing callback. See Timer.TimerProcessCallback.
public Timer.TimerProcessCallback ProcessCallback { get; set; }
Property Value
TimeLeft
The timer's remaining time in seconds. Returns 0 if the timer is inactive.
Note: This value is read-only and cannot be set. It is based on WaitTime, which can be set using Start(double).
public double TimeLeft { get; }
Property Value
WaitTime
The wait time in seconds.
Note: Timers can only emit once per rendered frame at most (or once per physics frame if ProcessCallback is Physics). This means very low wait times (lower than 0.05 seconds) will behave in significantly different ways depending on the rendered framerate. For very low wait times, it is recommended to use a process loop in a script instead of using a Timer node. Timers are affected by TimeScale, a higher scale means quicker timeouts, and vice versa.
public double WaitTime { get; set; }
Property Value
Methods
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
IsStopped()
Returns true
if the timer is stopped.
public bool IsStopped()
Returns
Start(double)
Starts the timer. Sets WaitTime to timeSec
if time_sec > 0
. This also resets the remaining time to WaitTime.
Note: This method will not resume a paused timer. See Paused.
public void Start(double timeSec = -1)
Parameters
timeSec
double
Stop()
Stops the timer.
public void Stop()
Events
Timeout
Emitted when the timer reaches 0.
public event Action Timeout