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fix style
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CoreTaxxe committed Nov 1, 2024
1 parent c8bceb4 commit b561eaa
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Showing 3 changed files with 5 additions and 4 deletions.
4 changes: 2 additions & 2 deletions doc/classes/Timer.xml
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Expand Up @@ -9,7 +9,7 @@
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!")
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 in Time mode 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].
Expand Down Expand Up @@ -87,4 +87,4 @@
Timer works with frames. Speed depends on the framerate. Accepts non-fractional values only.
</constant>
</constants>
</class>
</class>
3 changes: 2 additions & 1 deletion scene/main/timer.cpp
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Expand Up @@ -279,8 +279,9 @@ void Timer::_bind_methods() {
BIND_ENUM_CONSTANT(TIMER_PROCESS_PHYSICS);
BIND_ENUM_CONSTANT(TIMER_PROCESS_IDLE);

// bind enums
BIND_ENUM_CONSTANT(TIMER_PROCESS_TYPE_TIME);
BIND_ENUM_CONSTANT(TIMER_PROCESS_TYPE_FRAMES);
}

Timer::Timer() {}
Timer::Timer() {}
2 changes: 1 addition & 1 deletion scene/main/timer.h
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Expand Up @@ -102,4 +102,4 @@ class Timer : public Node {
VARIANT_ENUM_CAST(Timer::TimerProcessCallback);
VARIANT_ENUM_CAST(Timer::TimerProcessType);

#endif // TIMER_H
#endif // TIMER_H

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