Add Node processing and physics processing cumulative (as opposed to delta) time.

This commit is contained in:
Mohammad Khashashneh
2020-08-21 18:54:20 +03:00
parent 819aa47fee
commit 0c027ef0f1
5 changed files with 80 additions and 2 deletions

View File

@@ -322,18 +322,42 @@
Returns the relative [NodePath] from this node to the specified [code]node[/code]. Both nodes must be in the same scene or the function will fail.
</description>
</method>
<method name="get_physics_process_cumulative_time" qualifiers="const">
<return type="float" />
<description>
Returns the cumulative physics-bound frame time elapsed (in seconds) since this node has been active and running (i.e. not paused) in the current scene tree.
</description>
</method>
<method name="get_physics_process_delta_time" qualifiers="const">
<return type="float" />
<description>
Returns the time elapsed (in seconds) since the last physics-bound frame (see [method _physics_process]). This is always a constant value in physics processing unless the frames per second is changed via [member Engine.physics_ticks_per_second].
</description>
</method>
<method name="get_physics_process_total_time" qualifiers="const">
<return type="float" />
<description>
Returns the total time elapsed (in seconds) since this node has been part of the current scene tree regardless of the pause state.
</description>
</method>
<method name="get_process_cumulative_time" qualifiers="const">
<return type="float" />
<description>
Returns the cumulative time elapsed (in seconds) since this node has been active and running (i.e. not paused) in the current tree.
</description>
</method>
<method name="get_process_delta_time" qualifiers="const">
<return type="float" />
<description>
Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
</description>
</method>
<method name="get_process_total_time" qualifiers="const">
<return type="float" />
<description>
Returns the total time elapsed (in seconds) since this node has been part of the current scene tree regardless of the pause state.
</description>
</method>
<method name="get_scene_instance_load_placeholder" qualifiers="const">
<return type="bool" />
<description>