Class Timer
- Namespace
- Godot
- Assembly
- GodotSharp.dll
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 Timeout signal.
After a timer enters the tree, it can be manually started with Start(double). 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 Timeout signal it emits can also be connected through the Node dock in the editor:
func _on_timer_timeout():
print("Time to attack!")
Note: To create a one-shot timer without instantiating a node, use CreateTimer(double, bool, bool, bool).
Note: Timers are affected by TimeScale. The higher the time scale, the sooner timers will end. How often a timer processes may depend on the framerate or PhysicsTicksPerSecond.
public class Timer : Node, IDisposable
- Inheritance
-
Timer
- Implements
- Inherited Members
Constructors
Timer()
public Timer()
Properties
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.
public bool Autostart { get; set; }
Property Value
OneShot
If true, the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart.
public bool OneShot { get; set; }
Property Value
Paused
If true, the timer is paused. A paused timer does not process until this property is set back to false, even when Start(double) is called.
public bool Paused { get; set; }
Property Value
ProcessCallback
Specifies when the timer is updated during the main loop (see Timer.TimerProcessCallback).
public Timer.TimerProcessCallback ProcessCallback { get; set; }
Property Value
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.
public double TimeLeft { get; }
Property Value
WaitTime
The time required for the timer to end, in seconds. This property can also be set every time Start(double) 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 TimeScale.
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 or has not started.
public bool IsStopped()
Returns
Start(double)
Starts the timer, if it was not started already. Fails if the timer is not inside the tree. If timeSec
is greater than 0
, this value is used for the WaitTime.
Note: This method does 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 the end.
public event Action Timeout