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SceneTreeTimer: Ability to set pause mode
Adds an additional flag to SceneTree::create_timer() that tells it whether or not to process when the game is paused. Defaults to false in order to not break existing functionality.
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@@ -63,9 +63,19 @@ float SceneTreeTimer::get_time_left() const {
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return time_left;
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}
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void SceneTreeTimer::set_pause_mode_process(bool p_pause_mode_process) {
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if (process_pause != p_pause_mode_process) {
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process_pause = p_pause_mode_process;
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}
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}
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bool SceneTreeTimer::is_pause_mode_process() {
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return process_pause;
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}
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SceneTreeTimer::SceneTreeTimer() {
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time_left=0;
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process_pause = true;
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}
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@@ -602,7 +612,10 @@ bool SceneTree::idle(float p_time){
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for (List<Ref<SceneTreeTimer> >::Element *E=timers.front();E;) {
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List<Ref<SceneTreeTimer> >::Element *N = E->next();
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if (pause && !E->get()->is_pause_mode_process()) {
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E=N;
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continue;
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}
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float time_left = E->get()->get_time_left();
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time_left-=p_time;
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E->get()->set_time_left(time_left);
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@@ -1714,10 +1727,11 @@ void SceneTree::drop_files(const Vector<String>& p_files,int p_from_screen) {
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}
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Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec) {
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Ref<SceneTreeTimer> SceneTree::create_timer(float p_delay_sec, bool p_process_pause) {
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Ref<SceneTreeTimer> stt;
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stt.instance();
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stt->set_pause_mode_process(p_process_pause);
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stt->set_time_left(p_delay_sec);
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timers.push_back(stt);
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return stt;
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@@ -2243,7 +2257,7 @@ void SceneTree::_bind_methods() {
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ClassDB::bind_method(D_METHOD("is_paused"),&SceneTree::is_paused);
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ClassDB::bind_method(D_METHOD("set_input_as_handled"),&SceneTree::set_input_as_handled);
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ClassDB::bind_method(D_METHOD("create_timer:SceneTreeTimer","time_sec"),&SceneTree::create_timer);
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ClassDB::bind_method(D_METHOD("create_timer:SceneTreeTimer","time_sec", "pause_mode_process"),&SceneTree::create_timer, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("get_node_count"),&SceneTree::get_node_count);
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