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authorRémi Verschelde <remi@verschelde.fr>2021-03-05 22:36:05 +0100
committerGitHub <noreply@github.com>2021-03-05 22:36:05 +0100
commitaaeb07d50fdf9a19beadd8329d71dbae8ea75e40 (patch)
tree9455db16898bef6099c223b0a90e1d9b8f19165c /doc/classes/SceneTreeTimer.xml
parentf9dad47478bf3a089b34f2e099164a5d4b388ef5 (diff)
parentbae843a1c9dadad2b40e17f1e44e13eb01d65f97 (diff)
downloadredot-engine-aaeb07d50fdf9a19beadd8329d71dbae8ea75e40.tar.gz
Merge pull request #43929 from HaSa1002/docs-lang-6
Docs: Port Code Examples to C# (R, S, T, U)
Diffstat (limited to 'doc/classes/SceneTreeTimer.xml')
-rw-r--r--doc/classes/SceneTreeTimer.xml14
1 files changed, 12 insertions, 2 deletions
diff --git a/doc/classes/SceneTreeTimer.xml b/doc/classes/SceneTreeTimer.xml
index a4a83fa65b..b223bf6821 100644
--- a/doc/classes/SceneTreeTimer.xml
+++ b/doc/classes/SceneTreeTimer.xml
@@ -6,12 +6,22 @@
<description>
A one-shot timer managed by the scene tree, which emits [signal timeout] on completion. See also [method 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:
- [codeblock]
+ [codeblocks]
+ [gdscript]
func some_function():
print("Timer started.")
yield(get_tree().create_timer(1.0), "timeout")
print("Timer ended.")
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ public async void SomeFunction()
+ {
+ GD.Print("Timer started.");
+ await ToSignal(GetTree().CreateTimer(1.0f), "timeout");
+ GD.Print("Timer ended.");
+ }
+ [/csharp]
+ [/codeblocks]
</description>
<tutorials>
</tutorials>