Timer Properties |
The Timer type exposes the following members.
Name | Description | |
---|---|---|
_ImportPath | (Inherited from Node.) | |
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. | |
CustomMultiplayer | The override to the default MultiplayerAPI. Set to null to use the default SceneTree one. | |
DynamicObject |
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.) | |
EditorDescription | (Inherited from Node.) | |
Filename | When a scene is instanced from a file, its topmost node contains the filename from which it was loaded. | |
Multiplayer | The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree). | |
Name | The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed. Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed. | |
NativeInstance | (Inherited from Object.) | |
OneShot | If true, the timer will stop when reaching 0. If false, it will restart. | |
Owner | The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing. | |
Paused | If true, the timer is paused and will not process until it is unpaused again, even if Start(Single) is called. | |
PauseMode | Pause mode. How the node will behave if the SceneTree is paused. | |
ProcessMode | Processing mode. See TimerTimerProcessMode. | |
ProcessPriority | The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first. | |
TimeLeft | The timer's remaining time in seconds. Returns 0 if the timer is inactive. Note: You cannot set this value. To change the timer's remaining time, use Start(Single). | |
WaitTime | Wait time in seconds. |