|
@@ -72,12 +72,12 @@ float SceneTreeTimer::get_time_left() const {
|
|
return time_left;
|
|
return time_left;
|
|
}
|
|
}
|
|
|
|
|
|
-void SceneTreeTimer::set_pause_mode_process(bool p_pause_mode_process) {
|
|
|
|
- process_pause = p_pause_mode_process;
|
|
|
|
|
|
+void SceneTreeTimer::set_process_always(bool p_process_always) {
|
|
|
|
+ process_always = p_process_always;
|
|
}
|
|
}
|
|
|
|
|
|
-bool SceneTreeTimer::is_pause_mode_process() {
|
|
|
|
- return process_pause;
|
|
|
|
|
|
+bool SceneTreeTimer::is_process_always() {
|
|
|
|
+ return process_always;
|
|
}
|
|
}
|
|
|
|
|
|
void SceneTreeTimer::release_connections() {
|
|
void SceneTreeTimer::release_connections() {
|
|
@@ -455,7 +455,7 @@ bool SceneTree::process(float p_time) {
|
|
|
|
|
|
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
|
|
for (List<Ref<SceneTreeTimer>>::Element *E = timers.front(); E;) {
|
|
List<Ref<SceneTreeTimer>>::Element *N = E->next();
|
|
List<Ref<SceneTreeTimer>>::Element *N = E->next();
|
|
- if (pause && !E->get()->is_pause_mode_process()) {
|
|
|
|
|
|
+ if (paused && !E->get()->is_process_always()) {
|
|
if (E == L) {
|
|
if (E == L) {
|
|
break; //break on last, so if new timers were added during list traversal, ignore them.
|
|
break; //break on last, so if new timers were added during list traversal, ignore them.
|
|
}
|
|
}
|
|
@@ -759,10 +759,10 @@ Ref<ArrayMesh> SceneTree::get_debug_contact_mesh() {
|
|
}
|
|
}
|
|
|
|
|
|
void SceneTree::set_pause(bool p_enabled) {
|
|
void SceneTree::set_pause(bool p_enabled) {
|
|
- if (p_enabled == pause) {
|
|
|
|
|
|
+ if (p_enabled == paused) {
|
|
return;
|
|
return;
|
|
}
|
|
}
|
|
- pause = p_enabled;
|
|
|
|
|
|
+ paused = p_enabled;
|
|
NavigationServer3D::get_singleton()->set_active(!p_enabled);
|
|
NavigationServer3D::get_singleton()->set_active(!p_enabled);
|
|
PhysicsServer3D::get_singleton()->set_active(!p_enabled);
|
|
PhysicsServer3D::get_singleton()->set_active(!p_enabled);
|
|
PhysicsServer2D::get_singleton()->set_active(!p_enabled);
|
|
PhysicsServer2D::get_singleton()->set_active(!p_enabled);
|
|
@@ -772,7 +772,7 @@ void SceneTree::set_pause(bool p_enabled) {
|
|
}
|
|
}
|
|
|
|
|
|
bool SceneTree::is_paused() const {
|
|
bool SceneTree::is_paused() const {
|
|
- return pause;
|
|
|
|
|
|
+ return paused;
|
|
}
|
|
}
|
|
|
|
|
|
void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) {
|
|
void SceneTree::_notify_group_pause(const StringName &p_group, int p_notification) {
|
|
@@ -1070,10 +1070,10 @@ void SceneTree::add_current_scene(Node *p_current) {
|
|
root->add_child(p_current);
|
|
root->add_child(p_current);
|
|
}
|
|
}
|
|
|
|
|
|
-Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_pause) {
|
|
|
|
|
|
+Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_always) {
|
|
Ref<SceneTreeTimer> stt;
|
|
Ref<SceneTreeTimer> stt;
|
|
stt.instance();
|
|
stt.instance();
|
|
- stt->set_pause_mode_process(p_process_pause);
|
|
|
|
|
|
+ stt->set_process_always(p_process_always);
|
|
stt->set_time_left(p_delay_sec);
|
|
stt->set_time_left(p_delay_sec);
|
|
timers.push_back(stt);
|
|
timers.push_back(stt);
|
|
return stt;
|
|
return stt;
|
|
@@ -1186,7 +1186,7 @@ void SceneTree::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
|
|
ClassDB::bind_method(D_METHOD("set_pause", "enable"), &SceneTree::set_pause);
|
|
ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
|
|
ClassDB::bind_method(D_METHOD("is_paused"), &SceneTree::is_paused);
|
|
|
|
|
|
- ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "pause_mode_process"), &SceneTree::create_timer, DEFVAL(true));
|
|
|
|
|
|
+ ClassDB::bind_method(D_METHOD("create_timer", "time_sec", "process_always"), &SceneTree::create_timer, DEFVAL(true));
|
|
|
|
|
|
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
|
|
ClassDB::bind_method(D_METHOD("get_node_count"), &SceneTree::get_node_count);
|
|
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
|
|
ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
|