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Commit b561eaa

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fix style
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-4
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3 files changed

+5
-4
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doc/classes/Timer.xml

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -9,7 +9,7 @@
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Without requiring much code, a timer node can be added and configured in the editor. The [signal timeout] signal it emits can also be connected through the Node dock in the editor:
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[codeblock]
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func _on_timer_timeout():
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print("Time to attack!")
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print("Time to attack!")
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[/codeblock]
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[b]Note:[/b] To create a one-shot timer without instantiating a node, use [method SceneTree.create_timer].
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[b]Note:[/b] Timers in Time mode are affected by [member Engine.time_scale]. The higher the time scale, the sooner timers will end. How often a timer processes may depend on the framerate or [member Engine.physics_ticks_per_second].
@@ -87,4 +87,4 @@
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Timer works with frames. Speed depends on the framerate. Accepts non-fractional values only.
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</constant>
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</constants>
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</class>
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</class>

scene/main/timer.cpp

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@@ -279,8 +279,9 @@ void Timer::_bind_methods() {
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BIND_ENUM_CONSTANT(TIMER_PROCESS_PHYSICS);
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BIND_ENUM_CONSTANT(TIMER_PROCESS_IDLE);
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// bind enums
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BIND_ENUM_CONSTANT(TIMER_PROCESS_TYPE_TIME);
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BIND_ENUM_CONSTANT(TIMER_PROCESS_TYPE_FRAMES);
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}
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Timer::Timer() {}
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Timer::Timer() {}

scene/main/timer.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -102,4 +102,4 @@ class Timer : public Node {
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VARIANT_ENUM_CAST(Timer::TimerProcessCallback);
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VARIANT_ENUM_CAST(Timer::TimerProcessType);
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#endif // TIMER_H
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#endif // TIMER_H

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