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Add Node processing and physics processing cumulative (as opposed to delta) time.
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@@ -322,18 +322,42 @@
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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.
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</description>
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</method>
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<method name="get_physics_process_cumulative_time" qualifiers="const">
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<return type="float" />
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<description>
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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.
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</description>
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</method>
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<method name="get_physics_process_delta_time" qualifiers="const">
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<return type="float" />
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<description>
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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].
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</description>
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</method>
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<method name="get_physics_process_total_time" qualifiers="const">
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<return type="float" />
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<description>
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Returns the total time elapsed (in seconds) since this node has been part of the current scene tree regardless of the pause state.
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</description>
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</method>
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<method name="get_process_cumulative_time" qualifiers="const">
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<return type="float" />
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<description>
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Returns the cumulative time elapsed (in seconds) since this node has been active and running (i.e. not paused) in the current tree.
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</description>
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</method>
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<method name="get_process_delta_time" qualifiers="const">
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<return type="float" />
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<description>
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Returns the time elapsed (in seconds) since the last process callback. This value may vary from frame to frame.
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</description>
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</method>
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<method name="get_process_total_time" qualifiers="const">
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<return type="float" />
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<description>
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Returns the total time elapsed (in seconds) since this node has been part of the current scene tree regardless of the pause state.
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</description>
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</method>
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<method name="get_scene_instance_load_placeholder" qualifiers="const">
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<return type="bool" />
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<description>
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