Counts down a specified interval and emits a signal on reaching 0. Can be set to repeat or "one-shot" mode.
Emitted when the timer reaches the end.
TIMER_PROCESS_PHYSICS = 0
Update the timer every physics process frame (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).
TIMER_PROCESS_IDLE = 1
Update the timer every process (rendered) frame (see Node.NOTIFICATION_INTERNAL_PROCESS).
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
.
If true
, the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart.
If true
, the timer is paused. A paused timer does not process until this property is set back to false
, even when start is called.
Specifies when the timer is updated during the main loop (see TimerProcessCallback).
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 wait_time.
The time required for the timer to end, in seconds. This property can also be set every time start is called.
Note: Timers can only process once per physics or process frame (depending on the process_callback). 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 Engine.time_scale.
Returns true
if the timer is stopped or has not started.
Starts the timer, if it was not started already. Fails if the timer is not inside the tree. If time_sec
is greater than 0
, this value is used for the wait_time.
Note: This method does not resume a paused timer. See paused.
Stops the timer.