Class reference

SceneTreeTimer

Inherits RefCounted

One-shot timer.

Description

A one-shot timer managed by the scene tree, which emits timeout on completion. See also SceneTree.create_timer(). As opposed to Timer, it does not require the instantiation of a node. Commonly used to create a one-shot delay timer as in the following example:

		func some_function():
			print("Timer started.")
			await get_tree().create_timer(1.0).timeout
			print("Timer ended.")
		
		public async Task SomeFunction()
		{
			GD.Print("Timer started.");
			await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName.Timeout);
			GD.Print("Timer ended.");
		}
		

The timer will be dereferenced after its time elapses. To preserve the timer, you can keep a reference to it. See RefCounted. Note: The timer is processed after all of the nodes in the current frame, i.e. node's Node._process() method would be called before the timer (or Node._physics_process() if process_in_physics in SceneTree.create_timer() has been set to true).

Properties

float time_left

The time remaining (in seconds).

Signals

timeout()

Emitted when the timer reaches 0.

Source revision 5592dc3a7a61
Connection interrupted. Reload×

Rejoining the server...

Rejoin failed... trying again in seconds.

Failed to rejoin.
Please retry or reload the page.

The session has been paused by the server.

Failed to resume the session.
Please retry or reload the page.