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Merge pull request #107228 from Calinou/doc-timer-stop

Clarify behavior of `Timer.stop()`
Rémi Verschelde 3 months ago
parent
commit
e2075d3fc7
1 changed files with 6 additions and 5 deletions
  1. 6 5
      doc/classes/Timer.xml

+ 6 - 5
doc/classes/Timer.xml

@@ -5,14 +5,14 @@
 	</brief_description>
 	<description>
 		The [Timer] node is a countdown timer and is the simplest way to handle time-based logic in the engine. When a timer reaches the end of its [member wait_time], it will emit the [signal timeout] signal.
-		After a timer enters the tree, it can be manually started with [method start]. A timer node is also started automatically if [member autostart] is [code]true[/code].
+		After a timer enters the scene tree, it can be manually started with [method start]. A timer node is also started automatically if [member autostart] is [code]true[/code].
 		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:
 		[codeblock]
 		func _on_timer_timeout():
 			print("Time to attack!")
 		[/codeblock]
 		[b]Note:[/b] To create a one-shot timer without instantiating a node, use [method SceneTree.create_timer].
-		[b]Note:[/b] Timers 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].
+		[b]Note:[/b] Timers are affected by [member Engine.time_scale] unless [member ignore_time_scale] is [code]true[/code]. 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].
 	</description>
 	<tutorials>
 		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/2712</link>
@@ -28,14 +28,15 @@
 			<return type="void" />
 			<param index="0" name="time_sec" type="float" default="-1" />
 			<description>
-				Starts the timer, or resets the timer if it was started already. Fails if the timer is not inside the tree. If [param time_sec] is greater than [code]0[/code], this value is used for the [member wait_time].
+				Starts the timer, or resets the timer if it was started already. Fails if the timer is not inside the scene tree. If [param time_sec] is greater than [code]0[/code], this value is used for the [member wait_time].
 				[b]Note:[/b] This method does not resume a paused timer. See [member paused].
 			</description>
 		</method>
 		<method name="stop">
 			<return type="void" />
 			<description>
-				Stops the timer.
+				Stops the timer. See also [member paused]. Unlike [method start], this can safely be called if the timer is not inside the scene tree.
+				[b]Note:[/b] Calling [method stop] does not emit the [signal timeout] signal, as the timer is not considered to have timed out. If this is desired, use [code]$Timer.timeout.emit()[/code] after calling [method stop] to manually emit the signal.
 			</description>
 		</method>
 	</methods>
@@ -52,7 +53,7 @@
 			If [code]true[/code], the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart.
 		</member>
 		<member name="paused" type="bool" setter="set_paused" getter="is_paused">
-			If [code]true[/code], the timer is paused. A paused timer does not process until this property is set back to [code]false[/code], even when [method start] is called.
+			If [code]true[/code], the timer is paused. A paused timer does not process until this property is set back to [code]false[/code], even when [method start] is called. See also [method stop].
 		</member>
 		<member name="process_callback" type="int" setter="set_timer_process_callback" getter="get_timer_process_callback" enum="Timer.TimerProcessCallback" default="1">
 			Specifies when the timer is updated during the main loop.