|
@@ -57,7 +57,7 @@ You can also alter the property with code:
|
|
PauseMode = Node.PauseModeEnum.Process;
|
|
PauseMode = Node.PauseModeEnum.Process;
|
|
}
|
|
}
|
|
|
|
|
|
-This is what each mode tells a node to do:
|
|
|
|
|
|
+This is what each mode tells a node to do:
|
|
|
|
|
|
- **Inherit**: Process depending on the state of the parent,
|
|
- **Inherit**: Process depending on the state of the parent,
|
|
grandparent, etc. The first parent that has a non-Inherit state.
|
|
grandparent, etc. The first parent that has a non-Inherit state.
|
|
@@ -74,12 +74,12 @@ on. If a state can't be found in any of the grandparents, the pause state
|
|
in SceneTree is used. This means that, by default, when the game is paused
|
|
in SceneTree is used. This means that, by default, when the game is paused
|
|
every node will be paused. Several things happen when a node stops processing.
|
|
every node will be paused. Several things happen when a node stops processing.
|
|
|
|
|
|
-``_process``, ``_physics_process``, ``_input``, and ``_input_event`` functions
|
|
|
|
-will not be called". However signals still work and cause their connected function to
|
|
|
|
|
|
+The ``_process``, ``_physics_process``, ``_input``, and ``_input_event`` functions
|
|
|
|
+will not be called. However signals still work and cause their connected function to
|
|
run, even if that function's script is attached to a node that has its pause
|
|
run, even if that function's script is attached to a node that has its pause
|
|
mode set to "Stop".
|
|
mode set to "Stop".
|
|
|
|
|
|
-animation nodes will pause their current animation, audio nodes
|
|
|
|
|
|
+Animation nodes will pause their current animation, audio nodes
|
|
will pause their current audio stream, and particles will pause. These resume
|
|
will pause their current audio stream, and particles will pause. These resume
|
|
automatically when the game is no longer paused.
|
|
automatically when the game is no longer paused.
|
|
|
|
|
|
@@ -91,7 +91,7 @@ active while the game is paused by using their ``set_active`` methods.
|
|
Pause Menu Example
|
|
Pause Menu Example
|
|
------------------
|
|
------------------
|
|
|
|
|
|
-Here is an example of a pause menu. create a popup or panel with controls
|
|
|
|
|
|
+Here is an example of a pause menu. Create a popup or panel with controls
|
|
inside, and set its pause mode to "Process" then hide it. By setting the
|
|
inside, and set its pause mode to "Process" then hide it. By setting the
|
|
root of the pause popup to "Process", all children and grandchildren will
|
|
root of the pause popup to "Process", all children and grandchildren will
|
|
inherit that state. This way, this branch of the scene tree will continue
|
|
inherit that state. This way, this branch of the scene tree will continue
|
|
@@ -115,7 +115,7 @@ enable the pause and show the pause screen.
|
|
GetNode<Control>("pause_popup").Show();
|
|
GetNode<Control>("pause_popup").Show();
|
|
}
|
|
}
|
|
|
|
|
|
-To remove the pause, do the opposite when the pause screen is
|
|
|
|
|
|
+To unpause, do the opposite when the pause screen is
|
|
closed:
|
|
closed:
|
|
|
|
|
|
.. tabs::
|
|
.. tabs::
|